LN Pison [Telepath] Agent for the Vampire Blood Clans
Description:
This small, slim woman seems attractive but well.. normal, her skin has a slight red tint, her Jet Black Hair and Black orb eyes. She has no weapons and no armour, she could be any typical 20 year old office worker. Perfectly normal looking woman who seems not danger at all. Ok her skin seems a little cold, her are eyes always watching, always observing, but all very normal.
Personality:
Isabela can be kind or she can be cruel, she is not a simple woman, Evil or good are to simple a terms for her for what she is. Talk to her and you will find a complex, Highly intelligent, Highly disciplined, well educated and sophisticated woman. Spend time with her and you may start to think that Isabela is always thinking, meticulously calculating and assessing. Her mind working so fast at times she seems to be mentally running 2 steps ahead of everyone around her. At times she can be overly paranoid at times, but she us always , cunning. One things she dos to is always keep her word, Honour and order mean a lot to her.
+2 racial bonus on saving throws against disease and mind-affecting effects.
--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
*+3 to all Saves Precog-D power 8mins
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Weapon: Baton AKA club, Commando Knife AKA Dagger, heavy crossbow *Rifle, light crossbow *Pistol, Quarterstaff, and *Vampire Duelling Spear AKA ShortSpear.
*Blood Clan Space Habitat replacements.
Proficiency Armor:
None
Armor does not, however, interfere with the manifestation of powers.
Traits:
1:Focused Mind [Psionic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
2: Bruising Intellect [Social Trait]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
3:Soaring Sprinter [Combat Trait]
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
Drawbacks:
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
2: Faiths Weakness:
Ajibachanas take a -1 penalty to their caster/ Manafest level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
3:Negative Energy Affinity: [Race]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Special Abilities:
Blood Drinker (Dhampir) [Human Blood]
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “Human” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Can drink blood automatically as part of her bite attack; can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Telepathy (Su)
Telepathy out to 480 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher.
Telepathic comms scan (Su)
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
1: 'Rapture Thought' The telepathic Language of Psion's and other Telepaths, images, emotions and experiences make up this highly complex language only expressible my telepaths.
In the Blood clan's Space Habitats.
The most common languages and their speakers are as follows.
1: Blood Tongue ,[Necril] The Ancient Language of vampires. Example Image
2: Trade Talk, Also know as "travellers Cant" a basic space ways bartering Language of signs, sounds actions.
3: 'Slave'er' A Tongue, spoken by the slaves, food stock and slavers with in the Blood clan's Space Habitats.
4: 'Tecknia', Spoken and communicated buy constructs, robots and there technicians, highly complex and condensed Language. programming
5: Dark Folk Tongue
Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Ability Modifiers: +2 Dex, +2 Int, –2 Wis
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex):
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Manipulative Dhampire gain a +2 racial bonus on Escape Artist, Use Magic Device
Magical Racial Traits
Fangs: (Ex)
On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
2: Faiths Weakness:
Ajibachanas take a -1 penalty to their caster/Manafest level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.
Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm subdiscipline.
Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Telepathy (Su)
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
Powers:
58+24 [82] PP/day
Powers known 17
Power level 4th
Max power spend 8pp
DC24 [ML8+10+6int]
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.
Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm/Mind control sub-discipline.
MANIFESTING
Display Material
Manifesting Time 1 standard action
EFFECT
Range Personal
Target You
Duration 1 min/level
Power Points cryptic 1, egoist 1, psion/wilder 3
DESCRIPTION
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
1:+2 enhancement bonus to Strength
2:+2 enhancement bonus to Dexterity
3:+2 enhancement bonus to Constitution
4:Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
5:Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
6:Increase your base land speed by 10 feet.
Abilities Menu A
1:You gain 5 temporary hit points.
2:You gain the Cleave feat.
3:You gain the Improved Trip feat.
4:You gain a +1 natural armor bonus.
5:You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
6:You gain Resistance 5 against one of these energy types: Cold, Acid, 7:Fire, Electricity.
8:You gain a swim speed of 20 feet.
9:You gain a climb speed of 20 feet.
10:You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.
metamorphosis
Discipline psychometabolism
Level egoist 3
MANIFESTING
Display Material
Manifesting Time 1 standard action
EFFECT
Range Personal
Target You
Duration 1 min/level
Power Points 5
DESCRIPTION
As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural attack from abilities menu A to get three attacks.
Enhancement Menu B
1:+4 enhancement bonus to Strength
2:+4 enhancement bonus to Dexterity
3:+4 enhancement bonus to Constitution
4:Increase your size by two size categories (+4 size bonus to Strength, -4 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
5:Decrease your size by two size categories (+4 size bonus to Dexterity, -4 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
6:Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.
Abilities Menu B
1:You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
2:You gain Fast Healing 2.
3:You gain a +3 natural armor bonus.
4:You gain 20 temporary hit points.
5:You gain the Improved Critical feat with any natural attacks you have.
6:You gain damage reduction 5/magic.
7:You gain a fly speed of 20 feet (poor).
8:You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10 + ½ your manifester level + 9:your key ability modifier) or take 1 point of Constitution damage.
10:You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take 1 point of Constitution damage.
11:You gain a swim speed of 40 feet.
12:You gain a climb speed of 40 feet.
13:You gain a burrow speed of 30 feet.
14:You gain 3 choices from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
Augment You can augment this power in the following ways.
For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from Abilities Menu B. You may not choose the same option twice.
For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.
Psicrystal Basics
Use the statistics for a psicrystal, but make the following changes.
Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).
Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Psycrystal CR -
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6
DEFENSE
AC 19, 16 touch, 17 flat-footed (+2 Dex*, +4 size +3NA)
[28/28] hp ½ master’s
Fort --, Ref 5, Will 6 - * as master’s
saves Hardness 8
OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1*, Dex 15*, Con -, Int 9, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
SPECIAL ABILITIES
See links
Equipment:
Simple Clothing --Cr 0.5Kg
Credits 000.00Cr
Blood Clan - Diplomatic Corps Code of Conduct:
Blood Clan - Diplomatic Corps Code of Conduct
1: Follow the orders of your clan elders to the best of your ability's
2: Uphold the traditions and laws of the Blood Clans
3: Protect the interests of the Blood Clans.
4: Punish or destroy that which seeks to harm the Blood Clans.
5: Do not feed or harm the young or kill the innocent wilfully.
6: Be respectful and disciplined in all your actions.
7: know that you are the face of the blood clans.
Failure to comply to any of the 7 code rules is punishable by mind wipe and the reallocation of your body to a new personality.
Background:
Corporation Agent code name = Calista AO1-D207-A
File Report:
Agent Full name: Miss Isabela Calista De Romano
Parentage: Mother [Dead] Father Lord Delinsya Morose De Romano [Undead]
Home world: The De Romano Blood Clans Space Habitat [citys class]
Typical: City class Vampire Clan holding
Population: 2.8 Million +/-40k
Cast system: Ruling family 0.1% half bloods 4.9% Craftsers/Technical's 22%, Slavers workers 28% Slaves/food stock 15% undead tecknia 27% other 3%.
Notes: Known as a Highly productive, clan holdings for trade and industry.
Current location: ALZ 467-1 system, stopped for trade.
next Location: 20y transit YSU 729-3 system
Agents Training:
Psionics
- Telepath
- Metamorphosis
Weapons
- Fire Arms
- Hand to Hand.
Diplomatic.
- see psionics
Current Assignment: Clan Diplomatic Corps.
Agent in field assessment->
---------Recording starts ----------
Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice blackmail on some out of town trader. Make him some real cash from that Corporation fat-cat. She slipped in to Old Beekys Bar and grill and make his way to the booths at the back. Maka used one as his office to keep the laws eyes away. Nurob slipped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.
"Maka have I got as sweet deal for you..."
He stopped, where Maka normally sat there was now a small black haired woman, human by the look of her, washed out skin, could be an addict.
She only look just out of her teens, 19 20 may be, could be one of Maka's girls.
"Err where Maka girly?"
She took a moment to look him up and down, the said in a clear voice.
"Mr Makadreen decided to give up his life of crime and has gone the local police to confess all."
It took a moment, then he burst out laughing after a while he stopped.
"Joker, funny but no really where's he gone?"
She looked him in the eyes.
"As I said, so now Mr Nurob Alfeen Gib please take a seat, I would like some words with you."
Now he looked shocked, The law? the intelligence service? who the *&^%,
All this ran through his mind, she even knew is real full name,
She has got to be a spook, ye they wanted him for a job, must be,
yer now he was going to be in the big time. He sat and looked at her, She poured him a drink of tea. He did not take it, but she had a sip of hers. As she did he felt his leg under the table for his poison tipped dagger.
"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Grand Hotel, from room 10 to be precise, the ones that you’re now thinking about in your top breast pocket."
He looked at her shocked,
Mind reader!"
A crime here abouts, so he knew she was working outside the local laws. The trader, he had hired a PI, that's who this B&** was, so now they would talk money. What he had in his pocket was evidence of bribery that would mean 20 to 50 years in the kink in this city.
"You come alone?
He asked her.
"Yes"
Shot back her reply.
"40,000 in uncut gems, that's price, here tomorrow and the papers are your. Any funny stuff and ill have the Guys local come see you at the find hotel. Then have Gill outside and his mate come beat you to a mush, Half giants can be so mean."
She sipped her tea again.
"No Mr Gib, I think you’re just going to hand me the papers right now that would be good idea."
She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really. She popped them into a small case she had with her.
"Err what just happened"
He shook his head,
"WHAT THE...!!"
He went for his dagger pulling it out and then froze. he could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea.
"Thank you Mr Gib, now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."
He was frozen as she stood and walked round the table to his side. She was small 5' nothing, but there was something very worrying about this small girl, Then it hit him. Fangs, they seemed to be growing in her mouth. He could only move his eyes, so looking to the side he could see them, and the look on her face. Now he was shaken with fear. She leaned into his neck and then. Pain, Oh the pain he could feel her sucking on his neck, he felt light headed, unable to move. It did not take long. When she was done she walked back around the table and sat down. Then he was free of her, but so weak, he fell to the floor shivering.
"Me Gib you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about blackmailing our Corporation."
She was wiping his blood from her mouth with a napkin.
"So with your mistakes I am sorry to say I have been ordered by head office to set and example. Your do understand, this is not at all personal it’s just business."
fangs, our Corporation? Who the O^#&& *#^#&*! the Blood clans!! O my god!!, The @&@& Blood Clans, i'm #^#^&
"Yes I can see it in your mind, you just worked it out, now please try not to..."
To late he had pee'ed himself.
"O well, it will wash out, now then, as I was saying, the Corporation likes to set examples. You know for others of your kind who may be thinking of doing something like you. So a short distance from here I have taken the liability of renting a shop, empty now but I think the window display tomorrow will be most interesting."
Now he was whimpering fear had taken him.
"In a moment I will feed you a nice healing drift, which will fix you up good as new. Then I'm going to remove all trace of me being from your mind. You will come round and find on this table a note from your good friend Mr Makadreen. Telling you to meet him at his new shop, you will go because you will really want to go. Once there some local friends of the Corporation are going to skin you alive and place your dying body in the window as a display tonight. Come day all the world will see you dead caucus and when they take it down they will find in your mouth a chip from the Grand Hotels casino. The underworld around here will get the message, Don't ^#%#& with the Blood Clan Corporations and we can get on with business. I am telling you this now so you know why and how you died in your afterlife. If your end up in the hells, I should warn the Corporation has friends there as well, so this could be only the beginning of your troubles, here's hoping you have not been too bad a boy. Well let’s get this over with."
He has been snivelling, now he made a silent scream as she pushed into his mind and removed his memories of her, then she put in the needed compulsions. With his mouth still open she emptied a timed healing draft into it and place on the table a small note with his nick name written on its cover. Placing his dagger back, She then left, she was late for a meeting then had to be at a trade show at 1:00, so much to do and so little time to do it in. Her transport pulled up and she was gone into the city.
----------End recording------------
Current Status: Active.
End Report.
notes on Blood clan Citys:
The Vampire owned and run space habitats known as Blood Clans, range in size. The move across space by means of vast Psionic teleportaion Matrix house in the inhabits and powered by its inhabitants. This allows the whole city to move in interstellar space. Most Blood Clan citys have a set root that take over 100s of years, stopping and trading at systems that will trade with them. Slaves, simple goods, knowledge and artefacts are trade. The Cites have near total darkness and food tuffs for slaves is traded for or grown in enclosed structures.