by Spatula » Thu Dec 06, 2012 8:04 pm
This is what I came up with after looking at his first appearance in Roy Thomas' the Invaders... I ended up splitting his powers into two sets just because he had so damn many of them. His first set is more about the physical enhancements of vampirism, while the second is more magic-themed. It's always interesting to see the similarities and differences in people's approaches.
Baron Blood
John Falsworth [secret]
Affiliations
Solo d10, Buddy d6, Team d8
Distinctions
Bloodsucking Undead
Family Issues
Royal Traitor
Vampire Spawn of Dracula
Enhanced Durability d8, Enhanced Reflexes d8, Enhanced Speed d8, Superhuman Stamina d10, Superhuman Strength d10
SFX: Ageless. Spend a doom die to ignore the effects of aging, disease, or poison.
SFX: Berserk. Add a doom die to your next attack action. After your action, step back the doom die and return it to the doom pool.
SFX: Bloodsucker. When attacking a restrained or helpless target, add a d6 to your pool and keep an extra effect die to recover your physical stress.
Limit: Hunger. Turn a Vampire Spawn of Dracula power into a complication to add or step up a doom die.
Limit: Vampire Weaknesses. Step up stress and complications inflicted by silver, religious icons, or wooden stakes to add or step up a doom die. If physically stressed out by an attack using a wooden or silver stake, immediately take d12 physical trauma.
Master of the Night
Animal Control d8, Enhanced Senses d8, Mind Control d8, Subsonic Flight d8, Weather Mastery d10
SFX: Dark Magics. Step up or double a Master of the Night die for one action. If the action fails, remove a doom die equal to the power's normal rating.
Limit: Children of the Night. Animal Control is limited to bats, rats, and wolves.
Specialties
Business Expert d8, Combat Expert d8, Covert Expert d8, Menace Expert d8, Mystic Expert d8