Post by Manah on Mar 17, 2013 18:55:38 GMT -5
ALUCARD
Hellsing Organization's Trump Card
Hellsing Organization's Trump Card
Quote: "You should keep your eyes on the battle rather than on my body, you bloody fool. Next time, an arm is the least you could lose."
Real Name: Vlad III Basarab
Other aliases: Dracula, Countess Dracula, Vlad Tepes, Vlad the Impaler, The No-Life Queen
Height: 5'7"
Weight: 137 lbs
Eye color: Red
Hair color: Silver
Species: True Vampire/Technarch Hybrid
ABILITIES
Int: 7
Str: 13
Agl: 9
Spd: 8
Dur: 12
HEALTH: 12 / 9
ENERGY: 51 / 27
REGEN: 38 / 13
ACTIONS
Combat: 11
(Str/Agl.bonus and Two Wpn.modifiers)
-Super-Efficient
-Martial Arts
-Swords
-Whips
-Dracula's Sword
-Firearms
-Grappling
-Inhuman Power
-Precise shots
-Handling recoil
-Fighting larger/multiple opponents
-Using powers in combat
-Options: Deflect Projectiles, Redirect Shot
Acrobatics: 5
(Str.bonus)
Ki Control: 10
(Dur.bonus)
-Efficient
-Ki Blast
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
-Combine with Ranged Combat
Battle Skills: 9
-Efficient
-Fighting King (May combine with Close Combat but only with Punching attacks/Weapons.)
-King Punch, Light Version (As Fighting King, AP, Automatically causes collateral damage, Requires 1 panel of prep time.)
-King Punch (As Light Version, but must ready one's punch for one full hour - adding 5x the AN of this action to the attack, making it 3x damage, AP (Ignores 3 Toughness even when No AP), Area attack, Causes massive collateral damage. If interrupted before the punch, it can still be thrown, but with the might of a Light Version punch. Once 'charged', the punch can be held for up to AN minutes before losing its power.)
-Chainsaw Chain Whip (Agl.bonus and 2 Wpn.modifiers; As Tendril whip, only usable with Chainsaw Blades; Does damage or manipulates/grab; Range 3.)
-Law-Abiding Silver Gun (Agl.bonus and Wpn.modifier; As Close Combat; Ignores Ref.Dodge, 3x damage on Evil creatures and beings, Accumulate Energy for greater effect, Must be able to speak to use; Requires panel of prep time (but counts as Accumulate Energy). Only usable with Guillotine.)
-Lightning-fast Punches (This action makes the user's punches very fast, making her use this action's AN as Initiative as opposed to her Agility AN, if higher, when using her fists in combat.)
True Vampire: 10
-As Improved Drain Energy
-Usable as Energy Absorption/Reflection
-May be used on living beings, robots, machines, energy outlets, mystical sources, essentially anything that has blood, lifeforce, electricity or some other sort of energy within them.
-Consume Techno-Organic Matter (At a rate of 1w of Health for a creature, or 1 AN Weight/Area for Matter/objects, per stone played.)
-Vampiric Turning (Alucard may transform living beings she bites into vampires. As a True Vampire, the creatures so turned become more powerful vampires than normal. Such vampires experience a powerful, supernatural loyalty towards their creator, unless Alucard feeds them her own blood to free them from said supernatural link, though they may still remain willingly loyal afterwards.)
-Body Absorption (May actually devour the remains of enemies she has slaughtered in an especially gory manner by merely standing in the blood/gore, causing whatever remains to be absorbed by her body.)
-Requires contact to use (Via Bite, drinking blood from open wound, or contact via vampiric tendrils.)
Use the Force/Sith Sorcery: 9
(Int.bonus)
-Base Uses (Force Trance, Move Objects, Search One's Feelings, Sense Force, Sense Surroundings, Thought-Cast)
-Force Telekinesis (Wpn.modifier, Area Attack)
-Force Psychokinesis (as Force Telekinesis, Wpn.modifier, but can lift up to stones played in Weight, not limited to AN.)
-Force Whirlwind (As Force Telekinesis, but Area Effect of Half AN rounded up, may Increase with stones.)
-Force Lightning (As Force Blast; 2x damage, Normal and Stun damage, Area attack, Range 3. Dark Side power.)
-Force Thunderstorm (As Force Lightning, but Area Effect of Half AN rounded up, may spend stones to increase up to full AN. Dark Side power.)
-Pyrokinesis (As Mastery of Fire, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire.)
-Cryokinesis (As Mastery of Cold/Ice, Create/Manipulate, Force Blast - Normal and Stun damage OR Atk VS Dur to freeze solid.)
-Force Light (As Force Blast, Area effect 3 centered on but excluding self, No Damage VS Lightsiders, Stun damage only VS Neutrals, 2x damage VS Darksiders, 3x damage against Dark Side spirits or creatures infused with the power of the Dark Side since birth. Light Side power.)
-Force Grip/Choke (As Force Blast; Attack VS Durability and Force Defense, deals either Normal and Stun damage OR Stun damage only, also Stuns victim for 1 panel. Dark Side power.)
-Force Crush (As Force Grip/Choke, but 3x damage, Normal and Stun damage.)
-Force Blast (2x damage, AP, Area attack, Ignores Hardness of objects, Automatically causes collateral damage, Range 4. Requires vocal components and hand gestures. Sith Sorcery power.)
-Force Destruction (2x damage, AP, Normal and Stun damage, 3x damage VS Good/Light beings, Can affect Phase shifted/Intangible creatures, Range 4. Requires vocal components and hand gestures. Sith Sorcery power.)
-Force Speed (Pay for effect - up to half AN rounded up - and Duration in panels, to increase Speed and/or Ref.Dodge.)
-Force Jump (Pay for effect - up to half AN rounded up - and Duration in panels, to gain a modifier to normal Leaping capabilities.)
-Force Flight (Allows Flight at up to 1/2 AN, rounded up.)
-Force Shield (As Force Field; Potent Defense (Defense stones are doubled.))
-Safeguard (By paying for Effect up to Half AN rounded up, and for Duration of 1 panel/stone, the user adds this power's effect to an Ally/innocent's defense for the Duration, at the cost of taking -1 to their Use the Force action per person so protected for the Duration. Light Side power.)
-Force Cloak (As Invisiblity at AN; Useless against Force Users with a higher Use the Force AN.)
-Phase (As Phase Shift for up to AN panels. Resistance, starting at 1, must be paid every panel, requiring an action to maintain, and increasing by 1 every panel, requiring just as many panels of rest before being able to use it again. Cannot phase others with self. Attacking or using the Force while shifted immediately materializes the user physically. Finally, unlike base MURPG Phase Shifting, some Force-based attacks can harm a Phased Force user.)
-Empowerment (May combine up to AN with another Force User's Use the Force action. Does not stack; only one Force User may empower another at any given time.)
-Force Healing (As Magical Healing. Light Side power.)
-Dark Side Healing (As Magical Healing; also, acts as an Attack VS Intelligence to trigger/increase the intensity of negative emotions when used on others. Requires vocal components and hand gestures. Sith Sorcery power.)
-Necromancy (Allows user to raise the dead into zombies/skeletons animated by Dark Side energy, up to 2x AN such undead, Summon Dark Side constructs as per Summoning, or summon actual Dark Side spirits... although the latter two are incredibly dangerous. Requires vocal components and hand gestures. Sith Sorcery power.)
-Force Valor (As Metamorphosis at half AN rounded up; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay stones to maintain. May only use to defend oneself or to protect others, never for offense. Light Side power.)
-Force Rage (As Metamorphosis at AN; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay to maintain. If used three times without 24 hours of rest between the three uses, will cause Vader to develop a negative Psychological, Antisocial Tendencies or Covetous Challenge of -1. This drawback is cumulative; further excessive uses can either increase this existing challenge or add a new one.)
-Ionize (As Atk VS A.I+Hacking Defense, Area Attack; 2x damage, Stun only, Will disable if more than 2x Dur stun damage is caused; Only usable against droids or electromagnetic devices.)
-Technometry (Atk VS A.I+Hacking Defense; Acts as Project thoughts/control others VS droids and electromagnetic devices.)
-Drain Energy (Stones VS Resistance to drain the energy out of an electromagnetic device, be it a power pack, battery or power generator.)
-Drain Lifeforce (As Improved Drain Energy OR Force Blast; Normal damage, Heals user of 1w per 3w stones of damage inflicted, minimum of 1w; Range 2. Dark Side power.)
-Lifeforce Vortex (As Drain Lifeforce, but Area Effect of up to AN centered on but excluding self. Requires vocal components and hand gestures. Sith Sorcery power.)
-Fear (As the Action. Dark Side power.)
-Terror (As Fear, but with Area Effect of Half AN, rounded up, May spend stones to increase. Dark Side power.)
-Force Ace (allows user to spend stones in Use the Force up to AN to add to their Vehicle Operations action.)
-Inspire (By paying 3 stones of Effect, and 1 stone/additional person after the first, and 1 stone/hour of duration, both up to AN, user renders self and/or allies Immune to Fear for the Duration. Light Side power.)
-Force Resistance (By paying for Effect, up to Half AN rounded up, 1 stone/person and 1 minute/stone of Duration, adds Effect to Force Defense. Light Side power.)
-Malacia (Atk VS Int+Force Defense to cause 2x Damage, Stun damage only; paralyze for 1 panel/white stone of damage, or even put a victim in a coma, paying for the effect and Duration on the D&R chart.)
-Memory Walk (Atk VS Int+Force Defense; Victim is submerged by a vivid vision of their most horrible memories, and is Stunned for 1 panel/3 stones of 'damage'. If a target has a Use the Force action of at least 1 AN lower than the attacker, they may move normally, but take a -2 to all actions due to the horrible vision. Dark Side power.)
-Battle Meditation (Allows user to generate a bonus for all allies', and a malus for all enemies', actions of +1/-1 per 4 ANs in Use the Force, stones played acting as Area effect, in a known conflict (one cannot just activate it to help allies regardless of what they are doing). To activate, the user must enter a Force Trance in order to connect to the minds of all those people without interference, although for +1 CL, the user can actually move around and perform simple actions and discussions without the trance and still maintain the connection. Must buy Telepathy with Telepathic communications and Create links with others first.)
-Force Sight (May use this power to 'perceive' one's environment through the Force. As per Enhanced Vision at Stones played, must pay 1 more stone per additional option. Must pay 1 stone per panel to maintain.)
Force Call (Stones played as Area effect of up to AN to let out a call to all Force sensitive beings in said area in a single, powerful shout that echoes through the Force, allowing said individuals to sense the user's location and find themselves drawn to it if the user's stones played exceed the targets' Int+Force Defense. At the user's discretion, the call can resonate only with the Light, or the Dark Side of the Force specifically.)
-Breath Control (Can survive without breathing for extended periods of time; simply pays for Duration on the D&R chart, up to half AN, rounded up. After which, the user must breathe normally for 10 minutes before using again.)
-Energy Resistance (May gain bonuses in Energy Defense by paying stones of effect of up to Half AN rounded up, for a duration of 1 minute/stone of Duration paid.)
-Negate Energy (As Energy Absorption at AN (not doubled), but must use an Action; Requires hand gestures.)
-Rebuke Energy (As Negate Energy, but can redirect attack if one's Energy Absorption beats the attack's AN by 2 or more.)
Sever Force (A powerful technique, allowing a user to sever a Darksider's connection to the Force. Acts as Atk VS Dur+Force Defense, Deals no damage, Each white stone of 'damage' will cause a -1 to the victim's Use the Force action for a Duration of 1 hour per white stone of damage. The damage and duration are cumulative. If the AN is lowered to 0 via this action's use, the victim's connection is severed more or less permanently, making this action unusable for a Duration of the Attacker's Use the Force AN on the D&R chart. Unusable on non-Darksiders. Light Side power.)
-Transfer Essence (As a Mental Attack VS Intelligence+Mental Defense+Force Defense; success means the victim's soul and mind are kicked out and the body is possessed by the user, with her own body disintegrating in the attempt... allowing for 'eternal life'. The possessed body will regain its new owner's physical powers and abilities at a rate of 1 AN per day up to his former levels, if stronger than the new base body. Requires vocal components and hand gestures. Sith Sorcery power.)
-Feel the Force (Adds AN to Energy Regen)
Elementalist: 8
(Int.bonus; and Paper Weight modifier for Paper element)
-Efficient
-Immunity to Elements
-Create/Unlimited Manipulate Fire/Ice/Water/Electricity/Paper
-Force Blast (Fireballs - 2x damage, Area Effect 2 around point of impact, Sets flammable objects on fire; Ice - Normal and Stun damage OR Atk VS Dur to freeze solid; Water - Normal and Stun damage, 2x damage when target is in/on/underwater; Lightning Blast - 2x damage, Normal and/or Stun damage, OR Atk VS Durability to paralyze; Paper - 2x damage, Area attack/effect, AP.)
-Electromagnetic Manipulation (As Telekinesis w/Wpn.modifier)
-Electromagnetic Device Control (Stones VS Electromagnetic Device to overload or control)
-Wallcrawling at Half AN rounded up; Atk VS Durability to negate Wallcrawling of others
-Electromagnetic Propulsion (As Flight at Half AN; Costs 1 stone per AN of Speed if using without support, or regular Flight energy costs if used with support from a high source of Electricity.)
-Electrical Conversion (1/3 of this Action's AN, rounded up, is usable as Metamorphosis to enhance Physical abilities.)
-Hamon Counter (Atk VS Target's Dur+Hamon; any red stone of 'damage' lowers the Hamon AN by 1 for one hour; Requires Physical contact to use)
-Freeze foe (Atk VS Dur+Hamon to freeze solid. All subsequent attacks count as Atk VS Durability dealing 3x damage. Requires physical contact to initiate.)
-Paper Clone (As duplicate self, must pay stones for Dur of each clone. Max Range = AN on the area chart)
-Absorb Elements (Absorb 3 stones of Element to increase size/mass. Use Area/leaping row as volume. Absorbed stones can heal lost energy or assigned to increase Strength to a maximum of +3)
-Transform into Element (Fire - Inferno: 8 (As Electrification, of the Fire Element), Sets flammable objects on fire; Ice - Toughness +8 but takes 2x damage from Heat/Fire; Water - Amorphous Body +8 (As Flexible Skeleton and Phase Shift-like ability to flow through small openings), Takes 2x damage from Electricity and -5 sitmod VS freeze solid attacks); Electricity - Electrification: 8; Paper - Paper Body +8 (As Flexible Skeleton, and can manipulate body via own powers as user pleases.)
-Electrification at this action's AN
-Combine with Close/Ranged Combat
-Accumulate Energy for greater effect
Magic: 8
(Int.bonus)
-Efficient
-Vector Arrows (As Force Blast; 2x damage, Ignores Reflexive Dodge. User unleashes slashing and piercing vector arrows to defeat their foes.)
-Black Magic (As Mastery of Elements, One Element per AN; Create/Manipulate, Force Blasts (2x damage, Area effect); Fire, Lightning, Ice, Water, Earth, Wind, Light, Darkness)
-Cure/Heal Magic (As Magical Healing)
-Shell/Protect (Force Field VS Normal OR Magical Attacks)
-Telekinesis (Wpn.modifier)
-Bio (Atk VS Durability to poison. If damage occurs, the target loses an amount of red stones of Health per panel equal to stones over Durability)
-Ultima (As Force Blast, 2x damage, Area Effect, Range 4)
-Meltdown (Causes one half stones played in non-elemental damage, and the other half reduces a target's Toughness by that amount, Min 0)
-Holy (3x damage, Area effect 3,; 2x damage VS Non-evil creatures, Normal damage VS Good creatures. Must use minimum 8 stones of effect, and user taks Stun damage equal to stones played to attack with Holy on the next panel.)
-Vector Compress (Atk VS Agl or Spd, + Reflexive Dodge. Deals Normal damage, and victim is paralyzed and unable to move as long as user pays 1 stone to maintain. It may deal additional damage afterwards, but the user must pay stones as normal to do so (although the attack then ignores Reflexive Dodge, since the victim is already caught. User makes Vector arrows wrap themselves around a victim and constrict around them.)
-Vector Plate (Creates a Vector arrow which 'throws' whoever, or whatever, finds itself on it in the direction the arrow is pointing at. In game terms, works as an Atk VS Agility + Magical Defense; if any 'damage' occurs, the victim/target object is thrown at a Flight speed of up to AN in the direction of the user's choice. May also use on oneself as Flight at AN.)
-Fear (As the action)
-Gun Magic (May enchant one's weapon, making it stronger and allowing for various effects. 3 stones to activate, 1 per panel to maintain. 1 Element per AN; Wpn.modifier increases by +1 per 2 stones played above starting cost. Elements' effects are as follows:
- Fire (2x damage)
- Ice (Atk VS Agl to paralyze, Paralyzes for stones of damage in panels)
- Wind (Attack VS Durability, Stun damage only)
- Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for a Duration of damage in panels)
- Earth (AP)
- Light (Atk VS Intelligence, Target believes caster is an ally if Damage occurs. Duration of Damage in panels)
- Darkness (Atk VS Intelligence, Target is blinded if damage occurs)
- Gravity (Successful attack reduces foe's White Stones of Health by half; Can't be used to kill)
- Insanity (Atk VS Int + Magical Defense or Mental Defense, whichever is higher; Damage inflicts a Mental Problem of user's choice at a score of -1 per red stone of damage, up to -3. Base duration of the effect: 5, +1 to Duration for any stone exceeding the -3 effect.)
- Order (Atk VS Int + Magical Defense or Mental Defense, whichever is higher; stones of Damage negates all emotions for a Duration of red stones of damage on the D&R chart. Victims who suffer at least 5 red stones of "damage" from this also obey the user's orders for that duration.)
- Power (Attack VS Durability + Magical Defense; if successful, the victim is temporarily transformed, their power increased as per as many stones in Metamorphosis as Stones played, for a Duration of 1 hour (or more, if stones are paid specifically for this reason). However, it also gives them a -3 "Obsession" challenge to give in to their deepest desire, generally a vice of some sort.)
- Wisdom (Atk VS Int + Magical Defense or Mental Defense, whichever is higher; if successful, the victim suffers an increase in Resistance for all Mental Actions of up to +3 (1 for every white stone of 'damage' they took, for a Duration of red stones of 'damage' suffered. On the other hand, the victim also gains +1 to Intelligence and all Mental Actions' ANs while it lasts, making them potentially better at everything mental, but so confused by their newfound knowledge that they have trouble focusing on anything.)
- Rage (Atk VS Int + Magical Defense or Mental Defense, whichever is higher; as Empathic Projection (Rage); base duration of 2 (10 panels), but may be increased by spending stones for this purpose.)
-Vector Boost (Creates a visible arrow on a surface or in the air which increases the power of attacks used in that direction for one panel/stone paid for that specific purpose, by an amount of 1 stone/stone paid for the effect, up to the AN of this action.)
-Enhancement (Stones of Effect to increase a Target's A/A/M, Weapons or Armor; Must pay for Duration, May not more than double anything.)
-Vector Conduct (Allows user to leave arrows invisible for anyone but the target to follow. Needs to spend 1 stone per arrow left behind, and 2 stones to allow an additional person to read them other than the original intended target.)
-Analysis Disassemble (Using Vector arrows, user disassembles energy/force/magical fields... or objects. Stones are used against Barrier's AN; success means barrier is destroyed and disabled for 1 panel afterwards. If used to disassemble an object, stones are used as an attack VS the Object's Resistance directly, ignoring its Hardness.)
-Tail Snake (Creates a Vector Arrow that allows this action to be used as Tail Whip, with a Weapon Modifier. The tail cannot be destroyed, and acts as a +2 Weapon itself. It costs 1 stone per panel (but no action) to maintain it.)
-Vector Blade (As Psi-Weapon, in the shape of a Vector Arrow, at AN. 2x damage.)
-Summon and Control Snakes (May summon up to 10x as many snakes as the AN; Summons 1 snake per stone played, which arrive within 1 panel. Snakes are automatically loyal to summoner.)
-Snake Magic - Snake Bomb (Can make a snake explode from a distance at a range of up to 5. The snake explodes as an Area effect 3, 2x damage and AP attack, using this action to determine the power, though stones may be spent to increase the Area. This is a magical attack.)
-Scan (Sense a target's full Health and Energy Pools and any Super powers they might have)
-Soul Protect (Negates the Soul Wavelength challenge when in use, but can't cast other magical spells while in use. Does not require an action to use, Must pay full AN to activate AND maintain.)
-May combine with Close/Ranged Combat
-Accumulate Energy for greater effect
Creature of the Night: 8
-Efficient
-Represents the cumulative powers of Alucard as the ultimate Vampire. Includes all the following:
-Telekinesis (Int.bonus and Wpn.modifier)
-Create Illusions
-Invisibility
-Phase Shift
-Teleportation (Requires 1 panel of prep time to use)
-Flight (Can levitate at walking speed - 5 mph - for free at will)
-Wall-crawling (Agl.bonus)
-Fear
-Space Ripper Stingy Eyes (As Force Blast: Int.bonus, 2x damage, AP, Area effect line, Range 4, Water element. Pressurized liquid fired from the eyes which can cut through stone.)
-Vampire Spores (Int.bonus, Atk VS Int+Dur, inserts spores in brain of victim to control them as per Project thoughts/Control others; Requires physical contact to initiate)
-Vampiric Fusion (Dur.bonus; Can create half-man, half-beast by attaching their parts together as permanent Metamorphosis, requires beast as base materials; Alternately, can fuse herself with other beings, killing them and merging at least her head with them, acquiring some or their powers and/or abilities while retaining her own; Requires use of Finger Tendrils)
-Summon Baskerville Hounds/Creatures of the Night (As Summoning; Int.bonus, Limited to Baskerville Hounds - demonic two-headed dogs covered with red eyes - or creatures of the night such as wolves, bats, owls, rats, and so on; Summoned Creatures are always loyal/under her control; May not invoke the powers of her summons.)
-Midnight Bliss (Int.bonus; Atk VS Dur + Magical Defense, Only usable against Males or genderless beings; if successful, the victim is transformed into a female of the same type as the target - human will remain human, vampire will remain vampire, and so on, only a woman. Or more precisely, a young and sexy female. Duration is at least one hour and up to one year, but can be made permanent by Alucard sacrificing one white stone of Health for one day that cannot heal other than with time.)
Shapeshifter: 18
(Int.bonus)
-Efficient
-As Metamorphosis, but Stones are doubled
-May add/increase A/A/Ms however the user pleases to gain any Physical/Energy power - and even some mental ones, natural being's abilities or powers. Durability increases costs 1 stone per +1.
-Shape-shifting (As per the Action; may mimic both organic and inorganic creatures and matter with incredible accuracy.)
-Technarch Morphing (Alternately, may add/increase A/A/M and powers/weapons based on technology such as robotics/cybernetics/power armors. Unless altered further with another shapeshifting effect, the user's body, when altered in this manner, will appear robotic/technarch in nature and appearance.)
-Transformation occurs on same panel
-Needs not be maintained
Techno-Organic Virus: 10
-Against a living, Non-Technarchy creature/Non-Technarch Constructs/Robots/Etc: Attack VS Intelligence or Durability, target's choice; any stone of damage infects the victim with the Challenge 'Techno-Organic Virus' (X-Men Guide), soon transforming them into a cybernetic-hybrid creature (which may, or may not be altered stones played in Technarch Morphing for that purpose on the 'victim') that is subservient to the one who infected them, allowing for either a slave or a snack, as the user desires. Alternately, the user may choose to 'release' control of the creature's body for its original intelligence to command, but such a release is always entirely dependent on the will of the original user who can re-assume control at any time.
-Against objects and inanimate matter: Atk VS Area/Weight/Hardness, whichever is higher, to transform target matter/object into Techno-organic matter for user to consume.
-Requires physical contact to use (If resisted, a 'touch attack' - ignoring Toughness, Armor and such defenses, as a mere touch will suffice - is required for the action to be usable.)
Telepathy/Hypnotism: 9
(Int.bonus)
-Read minds
-Illusions
-Force Trick
-Beast Trick
-Project thoughts/control others
-Telepathic communications
-Create links with others
-Mental bolts
-Repair Minds
-Edit memories
-Sleep Inducement (Mental Attack causing victim to fall asleep for 1 minute/red stone of damage)
-Subtle commands
-Empathic Projection (Can induce lust and love for herself in the opposite gender, or other women interested in women)
-Farseeing
-Induce Madness
-Drain Knowledge
-Possession
Concentration: 6
(Int.bonus)
-Sense: If Alucard beats a target's Durability with this, she is able to sense the target's current Health and its current Energy.
Kaioken: 10
-Place stones into this aciton to gain double invested stones as free stones to use for actions, and abilities.
-Pay stones each round to maintain effect.
-If unwilling to pay stones, effect ends, take damage equal to invested stones
Turk Training: 6
(Int.bonus)
-As Black Ops/Technology
-Stealth
-Covert Ops
-Computers
-Assassination
-Escape artist
-Gun maintenance/repair
Hunting/Tracking: 7
-Set/spot Ambush
-Follow Trail
-Stalk
-Set/spot traps
-Move silently
General Knowledge: 6
(Int.bonus)
-Efficient
-Makai, the Demon World
-Demonology
-Tactical lore
-The Dark Arts and the Occult
-Castlevania
-Magic Seals
Chaos Focus: 6
-As Iron Will; requires a panel of Preparation time
Vehicle Operations: 6
-Light vehicles
-Motorcycles
-Aircrafts
-Military vehicles
-Starfighters
-Space Transports
-Shuttles
Hobbies/Perform: 5
(Int.bonus)
-Guitar
-Chess
-Painting
-Drawing
-Piano/Organ
Statecraft: 7
-Beautiful
-Feminine
-Persuade
-Intimidate
-Maniacal Laughter
-Hellsing Culture
-Sarcasm/Dark Humor
MODIFIERS
Immortal
Self-Contained Lifeform
Power Level 9
-Power Level Regeneration
Acute Senses +7
Transform Self/Possession
-Absorbed from a Space Phantom
Stand User (The World)
-Power from the 'Jojo's Bizarre Adventure' universe; manifests one of Dio Brando's two Stands. The Stands cannot talk - with the exception of The World's 'Muda muda muda muda muda!'-, are fully loyal to Alucard and may only be seen by Stand Users and Stands, and hurt by Stands.
-Enhanced Vision 6 (Alucard can see through her Stands' eyes)
-Any order she gives her Stands receives a 2 stones bonus as per Leadership, regardless of whether or not she has the action, without need to spend stones for it
Instant Healing Factor
-Limb Regrowth, Instantly
-Reconstitute Self, Instantly
-Alternative: Enhanced Self-Repair (As Enhanced Healing Factor, via Nanomachines)
Chosen of Chaos +5
-As Deep Reserves and Energy Battery
Strong in the Force +4
-Adds to all uses of Use the Force
Toughness +12 (No AP and no 2x damage)
-5 levels from Ki Control
Reflexive Dodge +11
-5 levels from Ki Control
Energy Defense +3
Ki Defense +10
Force Defense +8
Magical Defense +8
Technarch Adaptation: 5
-Work as special defense VS powers, energy type, elements that affected the user since up to 10 panels/5 minutes (whichever is lower); the MN can be split between different types of defenses as different attacks are taken in. For example, at AN 6, if the user was hit by a fire breath and a laser gun, they could split the defense, for example, +3 VS Fire, +3 VS Laser/Light, or +2/+4, etc.
Mental Immunity
Immunities
-To Diseases, Poisons, Radiation, Fire, Ice, Water, Electricity and Paper
Targeting +5
Fast-Draw 5
Lightsaber Proficiency
Lightsaber Forms
- Form I: Shii-Cho (Way of the Sarlacc): Provides a +2 bonus whenever user tries to disarm an opponent.
- Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
- Form III: Soresu (Way of the Mynoch): Gains +2 to defense, and +1 to all attempts to deflect Blaster bolts.
- Form IV: Ataru (Way of the Hawk-Bat): Grants a +2 bonus to Lightsaber attacks, and +1 to Acrobatics uses. The +2 bonus to Lightsaber attacks drops to +1 when faced with multiple opponents.
- Form V: Shien / Djem So (Way of the Krayt Dragon): Grants +1 to defense, and +2 to all attempts to deflect blaster bolts and counterattacks.
- Form VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
- Form VII: Juyo / Vaapad (Way of the Vornskr): Grants +3 to attacks with Lightsabers, +1 to Use the Force offensive uses, but -1 to Defense and -2 to Force Defense when in use.
Arsenal
-Alucard has access to various 'weapons' or items inherent to her form of some of her powers, which she can manifest or put away at will. Their effects and descriptions are as follows:
- Fangs (+2, Retractable. Simply put, these are Alucard's vampiric, elongated canines, which she can will back to normal as she pleases.)
- Vampiric Tendrils (+2, Limited AP, Retractable; Usable to drink blood directly. Vampiric tendrils which Alucard can extend from any part of her body to suck her victim's blood.)
- Golden Gauntlet (+3, AP, Retractable. Originally belonging to Vincent Valentine, this left-handed gauntlet has wicked claw-like fingers that can be used to cut through even steel.)
- Crimson Cloak (+1 to +3, Can be used as a weapon or to grab and manipulate objects, Retractable. Also copied from Vincent Valentine, this red, torn, sinister cape seems to move with a life of its own and can alter its size and shape depending on the situation. It can also transform into various weapons.)
- Chainsaw Blades (+5, 2x damage, Retractable. Usable either in melee or at Range 3, using 'Chainsaw Chain Whip' Battle Skill. Alucard can manifest chainsaw blades chains anywhere on her body, and even launch them around to attack foes from afar.)
- Guillotine (+4, AP (Ignores 2 Toughness even when No AP), Range 2, Retractable. Alucard can manifest guillotine blades, wires to swing them and the wooden frames to guide them, from anywhere on her body, making herself a walking execution device. Alternately, she may spend 3 stones from her attack to launch a powerful attack with her blades creating a cross-shaped slashing attack of light energy making it Area effect.)
- Carcan Claw (+3, Range 3 weapon, Deals no damage. Atk VS Defense, Ignores Ref.Dodge; if successful, target is immobilized until the end of Alucard's next panel. Until then, the victim loses any Ref.Dodge modifier, as well as any defenses related to mobility. Follow-up attacks using Guillotine - see above - receive a +6 modifier while the Carcan Claw is holding a foe down.)
The Power of Dominance
-Allows Alucard to absorb the souls and the powers of the enemies she kills, and to use the powers of up to three souls at a time as long as they are of different types (Blue, Red, or Yellow). This gives her access to the three following powers known as "Red Bullet Soul", "Blue Guardian Soul" and "Yellow Enchanted Soul".
-Stolen from the reincarnation of his universe's Dracula, Soma Cruz.
- Red Bullet Soul (Allows Alucard to 'buy' a single new action with Offensive potential of up to 35 stones of value.)
- Blue Guardian Soul (Allows Alucard to 'buy' a single new action with protective/alteration potential of up to 25 stones of value. Also allows for Summoning, one type of creature at once; 'equipping' another Blue Guardian soul will unsummon summoned creatures; or Metamorphosis, in which case Alucard will pay stones to maintain the transformation. Alternately, may also use this action to teleport a single object per panel from Castlevania next to/onto her, or in her hand. This use of the power does not interfere with other uses of this power.)
- Yellow Enchanted Soul (Allows Alucard to increase any Ability, Action or Modifier numbers or to add new Actions-as-modifier/Modifiers, but the value must not exceeds 15w. This power is passive and never requires energy, and is usually used to increase something Alucard is already good at.)
Aura of Power/Terror +2/+4
-Alucard can allow her power to materialize itself as a visible aura around her body, inspiring awe and respect to those around her. This modifier adds to most uses of Social Skills, but Alucard often turns it off because it also reveal the fact that she is not a simple human. The aura of Terror is based more on fear and is more powerful, although it only adds to uses of Social Skills such as Intimidate.
Photographic Reflexes
-Acceleration
Photographic Memory
Limit Break: Chaos
-Special: As Reconstitute Self in a sense, similar to a Metamorphosis as well. Alucard may turn into Chaos if she suffers at least 5 white stones of damage, including her "Health" from Power Level (although she does not have to do it immediately if she doesn't feel like it), or when she "dies". When that happens, changes occur to her form as noted here. She may revert whenever the threat is dealt with or after an hour, whichever comes first. After the limit break is over, her Health is at least 1w, and she regenerates normally after. She cannot transform back into Chaos for at least 6 hours. NOTE: Alternatively, Alucard could transform into Chaos even when unharmed, but she would have 0 energy left if she does it that way.
-Changes to CAD when in effect: +4 Str, +1 Agl and Spd, +3 Dur; +3 Close Combat (Super-Efficient), +3 Black Magic, +3 Flight, +10 Protomateria, +2 to Disquieting, +2 Power Level, +2 Deep Reserves, +2 Reflexive Dodge, +3 Toughness, Gauntlet modifier changes to "Claws +4, AP".
Limited Prescience (May reallocate stones to Acrobatics)
Enhanced Vision 7
-See in darkness, Infrared, Distant Sight, See/feel auras and Magical Energy, Recognize vampires/ghouls/demons/undead on sight, Detect energy sources (Interstellar distances), Detect mental activity, Detect lifeglow, Smell/sense blood
Midi-Chlorians: 10
-28,500 Count
-Can learn Use the Force at 20, Force Defense at 10, and Strong in the Force at +4
Body Control
-Alucard can survive vital body amputation with ease, and can even manipulate detached body parts just the same as though she was whole.
High-Quality Milk
-Acquired through the act of devouring Hellcow - the vampire cow known as Bessie - Alucard's body... generates a delicious, high quality milk through natural means. Not the power she is most proud of...
Psychic link with Integra and Ceras Victoria
Translation, Normal
Photographic Memory
Simulacrum Army
-Alucard can release the simulacrums (sort of revenants, but they are more or less her slaves) of any enemy she killed by drinking his/her blood or by absorbing him/her using her 'Baskerville hounds' or any other tricks she may have. These simulacrums possess more or less the same powers as the originals (modified as much as Alucard wants depending on her Metamorphosis power), with the restriction that they are completely loyal to her and her closest friends... only. This means that Seras Victoria and Integra would be spared, but anyone else, human or not, is fair game to the simulacrums.)
-List of Special Simulacrums: Luke Valentine, Rip Van Winkle, Tubalcain Alhambra, Medusa, Demitri Maximoff, Vincent Valentine, Soma Cruz/Dracula, Papermaster Woman, M'Quve (in Gyan mobile suit), Typhoid Mary, Jigsaw, Eel, Cyclone, Firepower, Hydro Man, Jester and Electro
Wealth: 10+ (Wealth from Castlevania)
-Gains $10,000,000,000 per issue/month
-Currently has $420,000,000,000
CHALLENGES
-Looking non-human (-2, red eyes, elongated canines, general creepiness)
-Psychological (-4; Severe insanity. Although Alucard is not downright crazy, she does not think at all like a normal human.... and she's a bit crazy.)
-Psychological (-3; loves to kill - especially, but not only, vampires - and wishes to fight very strong opponents)
-Hatred/prejudice (-2 of God and his servants. Has put her Faith in Humankind.)
-Emotional Instability (-2; being transformed by the vampires has shaken Alucard greatly, as the only being who ever managed to alter his body against his will before was none other than God himself, when he renounced Him. This renewed experience of weakness has left her confidence diminished, her normally imperturbable facade damaged, and her arrogance replaced by doubt. For the first time in hundreds of years, she is emotionally fragile.)
-Severe obsession (-3, Won't let anyone except Integra and Seras Victoria get near her coffin)
-Extreme Vanity (-1; diminished due to her recent emotional turmoil. She's still confident and thinks of herself as one of the most badass vampires ever, but she isn't quite sure of her indestructibility and immunities anymore, as they seem to have failed her lately.)
-Uncontrollable activities (-5, takes orders from no one, cares for no one, except for Integra Wingates Hellsing and Seras. Will listen to Walter if she knows the orders come from Integra.)
-Needs blood to remain at full power (-2; for every day spent without drinking blood, Alucard gets a -1 to all actions, up to -3.)
-Minority (-1; lesbian. Alucard's taste in matters of love hasn't changed with her form, and she still feels exactly the same about Integra regardless of her new gender.)
-Love (-2; towards Integra Hellsing. While her feelings so far had been made of careful hope and calculated planning for the future, Alucard has recently lapsed into passion and emotional love for her Master which somewhat overpowers her usual calm and controlled manners when dealing with her.)
-Submissive (-2; Due to her recent experience at the hands of her Master, and despite not being quite into 'official' BDSM stuff, Alucard has experienced something unexpected and strangely arousing through the otherwise somewhat humiliating and perverted tickle torture Integra put her through. While she may still be heavily embarrassed by it, she wouldn't really mind being so ordered around by her - and her only.)
-Soul Wavelength (-2; Since absorbing Medusa Gorgon's powers, Alucard's soul appears to be that of a Witch, for one who is able to sense such things. The only way for it not to appear that way is for Alucard to use Soul Protect magic.)
-Death Factor (-2; must drain 3 stones of energy/1w of Health per day or take 1w of damage which can't heal until energy is drained.)
-Deadly Enemies (Immortus, Father Alexander Anderson, operatives of the Catholic Church, most vampires, ghouls and vampire hunters, -10 total)
EQUIPMENT
-Currently Worn: Black Chinese style dress with 3 inches black high heels
-Runic Gloves (look like elbow length opera gloves): Increase Alucard's Telekinesis and Summoning Actions of 2 each. The gloves allows her to Counter any spell (automatically succeeds. As long as she's around, Integra is totally immune to harmful Magic thanks to Alucard) directed at herself or at her mistress, Integra. Also enchanted in such a way to deal damage as claws (+2, Armor Penetrating) would, and may kill vampires. Using these, Alucard can rip vampires to shreds using only her hands.
-Vampire Killer (This weapon is composed of three parts. While technically a "whip", in its base form, it is actually an iron cross, with a retractable iron chain inside it. If used as a bludgeoning weapon, it will work as a +3 weapon. The chain itself, when used as a whip, has two functions. First, it is the deadliest weapon part, as it is blessed and spiked, tearing its victims apart with holy retribution (+5, AP, 2x damage VS evil creatures and beings. Can strike targets up to 20' away). Second, it can be used akin as a grappling hook to move around, providing +2 to Acrobatics for that purpose. Finally, from the longest part of the iron cross, a retractable, blessed silver stake is the last feature of this deadly artefact, acting as a +3, AP, 2x damage VS evil creatures weapon. Needless to say, it is deadly against both vampires and werewolves, among others. Vampire Killer is an alchemical weapon holding a powerful soul and ancient blessings. Because of this, it is theoretically capable of killing any creature, even otherwise immortal and unkillable ones. There might be limits to this power, GM's call. Indestructible, Exclusive: May only be wielded by members of the Belmont family or related blood individuals, and Alucard, possibly because he killed Dracula, who had in turn drunk a Belmont's blood.)
-Joshua (+3, 2x damage, Armor Penetrating, 3x damage against vampires and ghouls, beings of less than 5 in strength can't use it.) A heavily modified .454 handgun, the Hellsing ARMS454 Casull Auto 'Joshua' was the first handgun created by Walter specifically for Alucard in her battles against her fellow vampires. Shells are made out of blessed silver, and are explosive. Holds 6 bullets, 7 if one shell is in the chamber. If Alucard uses her gun as a melee weapon, it adds 1 stone due to its weight.
-Jackal 13 mm (+5, 2x damage, Armor Penetrating, 3x damage against vampires and ghouls, unusable by beings with less than 5 of Strength). Heavily customized 13mm Caliber Handgun, length of 39 centimeters, weighs 35 lbs, fires explosive silver bullets coupled with blessed mercury to maximize damage. Holds 6 bullets per clip, plus 1 in the chamber. If Alucard uses her gun as a melee weapon, it adds 1 stone due to its weight.Having fought Alexander Anderson and found out her Joshua wasn't enough firepower to tame the priest, Alucard asked Walter for some higher firepower. The Jackall was the result.
-Lots of 13 mm and .454 ammunition in the form of cartridge clips
RESERVE EQUIPMENT (Kept in Castlevania)
-Cerberus (+2, 2x damage, Range 4; Unlimited bullets. The Cerberus is a 3-barrel, large handgun capable of dispatching very tough foes very easily. It can be easily customized with various pieces, allowing Alucard to increase its Wpn.modifier to up to 4, its range to up to 6, and/or make it AP if she so wishes.)
-The Beast (+6, 3x Damage, AP, Range 4. Each shot fired has an After Effect attack of 1/2 Ranged Combat stones played (Including ability bonuses, not including Weapon modifiers or Targeting) with a +3, 3x Damage, AP, Area effect attack around point of impact. Holds 6 bullets at once. Reloading even a single round takes 1 panel. A mighty double-action .666 Revolver of over 2' in length. Uses special .666 Tungsten-tipped rounds made of solid, depleted uranium with a miniature atomic bomb stored inside via Pym Particles technology.)
-Death Penalty (+6, 2x damage, AP [Ignores 2 stones of Toughness even with No AP], Range: 5, Unlimited bullets, Indestructible, Exclusive, Collapsible [Alucard can call the weapon at will and make it disappear at will]. This devastating, legendary handgun may only be used by Alucard or her terrible alter-ego, Chaos, and is one heck of a weapon. It provides a +3 bonus to Alucard's Magical actions when held, and fires huge beams of energy that destroy everything in their path. When in Chaos form, Alucard automatically has this weapon in hand, but to "call" it in normal form, she must spend 2 additional stones of Energy per panel.)
-Dracula's Sword (A long, finely made sword, sheathed by her side. The blade bears no name, but it is legendary and most likely enchanted by the same diabolical powers that inhabit Alucard herself. Dracula's Sword is a +5 Weapon, Armor Penetrating, that inflicts x3 damage to divine or god-related foes. Is completely Indestructible as long as its wielder still stands.)
-Red Lightsaber (+3, AP)
-The Ebony Blade (+5; Mystical AP [Ignores "No Armor Penetration" modifiers, unless the target is made of Adamantium, Vibranium, Uru, and similar mystical and/or Indestructible materials], +5 to Magical Defense, may be used for one panel specifically to absorb Energy, in which case it acts like Energy/Absorption/Reflection of AN 5 [except that the energy must be redirected next panel or lost], but cannot be used in any other way; also gets a +5 bonus to cut through Magical Force Fields [in addition, the Field is broken for good if the Defense bonus it grants is under 5], Collapsible, Indestructible. The true wielder of the blade can be injured, but cannot be killed as long as the blade is in her possession [in other words, in addition to her other abilities, Alucard simply cannot be killed as long as the Blade will be hers, as she cannot lose her last red stone of Health], which in turn makes him immune to "all or nothing" attacks that kill instantly. In addition, no matter its location, Alucard can teleport next to it by using a ritual. It once was cursed, but it was cleansed in the Brazier of Truth by Dane Withman and Doctor Strange. Alucard has received the order to use it carefully, and to use it to kill only as 'last resort', as it is unknown whether the Sword's curse would reactivate and be able to affect him.)
-10 rounds of .666 ammo for the Beast (rare, use wisely)
-Castlevania (actually, Castlevania isn't part of Alucard's equipment; it is the actual Castle of Count Dracula. It is huge to say the least, and has over 250 rooms and dozens of secret passages. Wherever Alucard goes, no matter in what era or what universe, Castlevania is always somewhere in the world, either on the highest peak of a mountain, on a remote island in a forgotten part of an ocean or in the deepest part of an ancient jungle or forest. It is always an hard-to-reach area, and the place in which Dracula's castle resides becomes slowly tainted by its dark power. Animals from the area grow in size and wickedness, it becomes easier to get lost when nearby the castle, strange voices and lights can be seen in the night, and odd disappearances occur in surrounding settlements/villages/cities if any. Wherever the castle is, people learn to get away from it. It is filled with various creatures and demons, traps and mysterious treasures which will lead potential treasure hunters more likely to their death than to glory and wealth. Alucard can teleport back to the castle's throne room no matter where she is by spending 8 stones of Energy plus 1 per "passenger", and she always knows when someone enters or leaves the castle. The castle cannot be destroyed as long as Alucard herself isn't.)
-Some of the items that can be summoned via Castlevania:
- Dracula's Tunic: This beautiful, yet sinister piece of clothing is actually enchanted with some of the darkest magics ever known to Man. It acts as a +3 [No AP] Indestructible armor, is lighter than common clothes and cannot be worn by anyone else but Alucard/Dracula herself. When worn, it reduces the cost in energy of any Soul power as if the wearer had Efficient, and increases the maximal potential power of all three Souls by 10 stones.
- The Chaos Ring: This wonderfully crafted ring bears a single red ruby, glowing in the dark like the eye of a demon. When worn, it increases Alucard/Dracula's "Chosen of Chaos" and "Dark Lord" modifier by 2 and 1, respectively. The ring is indestructible and my only be worn by Alucard/Dracula.
- Death's Scythe: This terrible weapon is the weapon of Dracula's favorite servant, the frightening being known as Death. It is a large scythe made from the bones of dozens of humans, whose blade is extremely sharp and deadly. The scythe is a +6 AP weapon, deals 2x damage against living beings and gets half its weapon modifier (3) as a bonus when used against multiple opponents. The scythe is indestructible, and may only be wielded by Alucard/Dracula, or Death himself.
SPECIAL WEAKNESSES
Although Alucard is immune (or at least regenerates from) almost all normal weaknesses of vampires, she is weaker when she is in sunlight. In such situations, she may not use her Invisibility, Phase Shift, Fear, and Create Illusions actions. She also suffers a -2 penalty to all actions. However, no other vampire weakness applies to her (silver, blessed weapons, holy water, or else).