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Dracula, Lord of Vampires Real Name: Vlad Dracul, Dracula Occupation: Vampire Base: A hidden crypt or coffin Born the voivode (prince) of Wallachia in Transylvania in the early 15th Century, Vlad Dracul frequently warred with the Ottoman Turks for control of his country and his rightful throne. He earned a reputation as a ruthless ruler and the nickname “Vlad the Impaler” for his practice of impaling enemies on sharpened wooden stakes as a means of execution. Gravely wounded in battle, Dracul was found by a gypsy who offered him an opportunity to survive, if he chose to take it. He did and the gypsy, herself a vampire, transformed Dracul into one of her kind. He later destroyed her in retribution and learned he could increase his vampiric powers by consuming the blood of his own kind. He departed Transylvania and began hunting other vampires and gathering occult knowledge around the world. By the 19th Century, Dracula, as he was known, had returned to his ancestral homeland, where he controlled a castle. He made arrangements to move to London, then the center of the world’s political and social power, but met opposition from the vampire hunter Abraham Van Helsing and his allies. Dracula later made a similar attempt to move to Freedom City in America, likewise thwarted by adventurers in that unusual city. Vampire hunters and occultists have believed the Lord of Vampires destroyed many times over the centuries but, each time, Dracula has risen once again to stalk the night. Although he has not been heard from in some time—and is once again widely believed to have been destroyed—no one has yet claimed the title of “Lord of the Vampires” in his place, and it is likely the world has not heard the last of its most infamous monster.
Personality A blood-thirsty warlord in life, Dracula has since cultivated the appearance of a suave and sophisticated gentleman with
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Old World manners and style. He can be quite witty and charming, when he chooses, but remains just as ruthless as when he earned himself the title “the Impaler”. He enjoys the company of lovely ladies, particularly those with fiery or defiant spirits he can seduce or break to his will. He also enjoys fencing at words with other cunning minds, at least until he tires of their defiance. Dracula only cares about two things: his continued existence and increasing his not inconsiderable power. He seeks out occult lore, ancient artifacts, vampiric bloodlines, and other opportunities to make him not only unchallenged Lord of the Vampires but a virtual unliving god on Earth. Dracula’s dark dream is of the day when he rules unchallenged, with all of humanity as his cattle and playthings.
Powers & Abilities Dracula wields the powers of a traditional vampire, supplemented by the elder powers he has gained over the centuries. He is beyond the concerns of the living, immune to suffocation, the effects of the environment, toxins, diseases, and the like. He can recover quickly from virtually any injury, save being staked through the heart or destroyed by sunlight. Even burning or other forms of destruction are not permanent for him, and even traditional forms of vampiric destruction may be reversible under the right circumstances. Dracula can exert his will over anyone meeting his gaze, controlling the minds of others. He often has a particular enthralled slave to do his bidding during the daylight hours while he rests in his coffin. Dracula can also summon and command “the Children of the Night” including bats, rats, and packs of wolves. His
Threat Report: Dracula
Dracula, Lord of Vampires PL11 STR 8
STA ---
AGL 2
DEX 2
FGT 12
INT 3
AWE 3
PRE 4
Powers
Advantages
Children of the Night: Summon Animals 2 (Bats, Rats, or Wolves; Horde, Mental Link, Multiple Minions 6 (64 minions)) • 31 points
Animal Empathy, Attractive, Benefit 5 (Lord of Vampires), Daze (Intimidation), Equipment 2 (Castle Lair), Fascinate (Deception), Fearless, Improved Grab, Improved Hold, Improved Initiative, Move-by Action, Power Attack, Ritualist, Startle
Creatures of the Night: Morph 2 (Bat or Wolf form, Metamorph 2) • 12 points Form of Mist: Insubstantial 2 • 10 points Mesmerizing Gaze: Perception Range Affliction 11 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Sight-Dependent • 22 points Spider-Climb: Movement 1 (Wall-crawling) • 2 points Vampiric Bite: Weaken Stamina 9 (Resisted by Fortitude), Limited to Draining 1 rank per round, Grab-based • 3 points Vampiric Invulnerability: Immortality 10 (Limited: Not When Staked or Beheaded); Immunity 30 (Fortitude); Impervious Protection 8 (Limited: Not Versus Blessed, Magical, or Silver Weapons); Regeneration 10 (Source: Blood) • 53 points
Equipment Castle Lair • 10 points Size: Huge • Toughness: 10 • Features: Holding Cells (dungeon), Laboratory, Library, Living Space, Personnel
Skills Deception 8 (+12), Expertise: Magic 4 (+7), Insight 8 (+11), Intimidation 9 (+13), Perception 8 (+11), Persuasion 10 (+14), Ranged Combat: Throwing 8 (+10), Stealth 8 (+10)
mental influence affects other vampires as well, and he can often command their obedience. The Lord of Vampires is superhumanly strong, swift, and tough, able to assume the form of a cloud of mist, or a bat or wolf, often blending into a flock or pack of his summoned creatures. Dracula’s sole need is the blood of the living to sustain him. He must feed or else he becomes impaired, disabled and, ultimately, dying. He is vulnerable to the light of the life-giving sun, which can destroy him, although it would take a minute (10 rounds) or more of exposure to do so. Religious icons, wielded by someone of that faith, can keep him at bay and even cause him pain; at the GM’s discretion a believer can take a standard action to force Dracula to make a Will resistance check against 10 + the believer’s Will rank, if Dracula fails, he is dazed, two or more degrees of failure leaves him stunned.
Allies The Lord of Vampires has no allies, only servants. He may have one or more enthralled mortals seeing to his needs in the daylight hours and one or more lesser vampires to serve him at night (see the archetype in the M&M Gamemaster’s Guide or lower Dracula’s own traits by 2 ranks).
Threat Report: Dracula
Offense Initiative +6 Mesmerizing Gaze —
Perception, Affliction 11 (Will DC 21)
Unarmed +12
Close, Damage 8
Vampiric Bite +12
Close, Weaken Stamina 9
Defense Dodge
11
Fortitude
Immune
Parry
12
Toughness
8
Will
11
Power Points Abilities
58
Skills
Powers
133
Defenses
17
Advantages
19
Total
259
32
Complications Dependence: Dracula must feed on blood or weaken and eventually perish. Weaknesses: Exposure to sunlight or a stake through the heart can destroy Dracula and religious icons (when wielded by a true believer in that faith) repel him.
Enemies Dracula is the enemy of all who live. He has outlasted most of his mortal foes, but still dedicated vampire hunters pursue him wherever and whenever he appears. Occultists know the Vampire Lord and his exploits well, and characters may be able to recognize Dracula with an appropriate Expertise (Magic or Vampire Lore, for example) check (DC 20).
Hooks The following are some hooks for including Dracula as a villain in your Mutants & Masterminds series: The Lord of Vampires: The heroes learn of word spreading through the occult underworld about a fierce competition between vampires (and possibly other undead) to acquire an artifact known as “the Sanguine Grail” said to contain the remaining blood of the last Lord of Vampires, Dracula himself. Drinking from the Sanguine Grail will grant Dracula’s power and title to a new Vampire Lord, something the heroes should want to avoid at all costs! They must deal
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with various vampiric factions, which can include previous villains such as Lenore and Viktor von Nacht from Freedom’s Most Wanted, or the rogue hero Nightrage from Iron Age, plus any other vampires in your setting. Ultimately, the contest is a trap: the Grail does contain Dracula’s last blood, but the drinker gains more than his power, becoming the resurrected Lord of Vampires’ new host body as it’s transformed into a facsimile of Dracula! Night Life: A restored Dracula (perhaps following “The Lord of Vampires” scenario) sets up shop in or near the heroes’ home city in a stately old manor or a castle high on a bluff outside of town. True to form, Dracula begins moving amongst the most influential circles in the city, exerting his influence over wealthy and powerful people, and perhaps finding a beautiful woman of good breeding that catches his eye. Heroes involved in high society may even cross paths with “Alucard” the mysterious gentleman from Eastern Europe. As Dracula extends tendrils of influence throughout the city, heroes notice things are not right and, worse yet, the authorities are implicated. They have to unravel the web of the Vampire Lord’s mesmerized underlings and vampiric spawn (including police officers, AEGIS agents, judges, and prominent businesspeople) while tracking the trouble to its source, and the woman Dracula is eyeing as his latest vampiric “bride”! The Power in the Blood: There’s trouble for the heroes when Dracula makes a discovery: various powers— turning into mist or animals, controlling creatures, mesmerism, etc.—have long been associated with different vampiric bloodlines. What was not known is that those powers originated from superhuman blood! Always rare until less than a century ago, superhuman prey contributed to the catalog of vampiric powers, absorbed through their blood. Knowing this, Dracula realizes he can acquire the powers of many modern superhumans by feeding on them enough times! Armed with this discovery, the Vampire Lord goes on a spree of “collecting” new powers, leaving a wake of super-powered victims behind him (who may or may not be dead, depending on how much you want to thin the ranks in your setting). Can the heroes find and stop Dracula before he accumulates enough power to become truly unstoppable? Can they handle a foe who not only has the powers of a Vampire Lord but of an entire super-team or more?
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Bat PL3 • MR1 STR –5 STA 0 AGL 2 DEX –3 FGT 0 INT –5 AWE 2 PRE –3 Powers: Flight 3 (16 MPH; Wings), Senses 2 (Accurate Hearing), Shrinking 12 (Permanent, Innate). Skills: Perception 4 (+6), Stealth 2 (+16). Offense: Init +2, Bite +0 (Close, Damage –5). Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 0, Will 2. Totals: Abilities –18 + Powers 30 + Advantages 0 + Skills 3 + Defenses 0 = Total 15 points.
Rat PL3 • MR1 STR –4 STA 0 AGL 2 DEX –1 FGT 1 INT –4 AWE 1 PRE –4 Powers: Senses 2 (Low-light Vision, Acute Smell), Shrinking 10 (Permanent, Innate). Advantages: Benefit 1 (Athletics based on Agility). Skills: Athletics 3 (+5), Stealth 1 (+13). Offense: Init +2, Attack +1 (Close, Damage –4). Defenses: Dodge 7, Parry 6, Fortitude 2, Toughness 0, Will 1. Totals: Abilities –14 + Powers 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 114 points.
Wolf PL3 • MR2 STR 2 STA 2 AGL 2 DEX 0 FGT 3 INT –4 AWE 2 PRE –2 Powers: Senses 3 (Acute Smell, Low-light Vision, Tracking). Advantages: Improved Trip. Skills: Perception 4 (+6), Stealth 4 (+6). Offense: Init +2, Unarmed +3 (Close, Damage 2). Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 2, Will 2. Totals: Abilities 10 + Powers 3 + Advantages 1 + Skills 4 + Defenses 5 = Total 23 points.
Children of the Night Dracula’s Children of the Night power allows him to summon various creatures—flocks of bats, hordes of rats, or even packs of hungry wolves—which serve at his command. Large groups of bats or rats largely serve as distractions (and are quite useful if the vampire lord assume bat-form himself, disappearing amongst a scattering flock). Gamemasters may wish to use the mass combat guidelines from the M&M Gamemaster’s Guide for large groups of smaller creatures: treat them as a single creature with a +6 modifier (for numbers) to the base creature’s attack checks, damage rank, and Toughness rank. So a swarm of rats as a whole has a +7 attack bonus, inflicts close damage 2 (–4 plus 6) and has Toughness 4 (–2 plus 6), for example.
Threat Report: Dracula
Credits & License Mutants & Masterminds Threat Report #43: Dracula Design and Writing: Steve Kenson Editing and Development: Jon Leitheusser Art Direction and Graphic Design: Hal Mangold Interior Art: Anthony Castrillo Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz Mutants & Masterminds Threat Report #43: Dracula is ©2011 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
Threat Report: Dracula
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