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COUNT ABYSS
Identity:  Randolph J. Hawthorne
Group Affiliation:  The Arcanist Guild
Base of Operations:  London, England
Side:  Evil
Sex:  Male
Age:  616 (appears to be in his early 30s)
Height:  5' 10"
Hair:  Brown
Eyes:  Grey
Level:  7th
Experience:  27,000
Training:  +1 Damage (Eldritch Bolt/Disintegration)
1. Armour - Type B (Enchanted Overcoat):  ADR 80. The coat also grants Flight to the wearer (max speed 275 mph, 20 charges, 1 charge lasts for one hour).
2. Body Power (Immortality):  On a dark night in 1419 AD, Randolph Hawthorne contacted the Dark God known as Farnorondorgo - Lord of the Lost Lands of the Forgotten Abyss and pledged his services (and sanity) to his cause. One of the benefits of this service was physical immortality - Randolph cannot be killed by any normal means. He possesses a paranormal healing factor that keeps him healthy (treat as Regeneration but with no damage he cannot heal - The only way for him to be truly killed is by decapitation).
3. Heightened Attack (Master of the Mystical Arts):  +1 Damage per level with any combat spell.
4. Heightened Charisma B  +15
5. Heightened Intelligence B  +22
6. Magical Spells (Master of the Mystical Arts):  The number of spells known by Randolph was increased by his pact with Farnorondorgo. Randolph knows the following spells (9 Inventing Points have been spent - The GM may wish to spend more Inventing Points on additional spells):
        a.  Consume Likeness
        b.  Create Zombies
        c.  Deflect Harm
        d.  Dominate: This spell allows the caster to mentally dominate one victim. It costs 8 PR to cast and has a range of 7" (Int/5). The victim must make an Intelligence save or else fall under the control of the caster (treat as the Mind Control power).
        e.  Drain Power: This spell allows the caster to drain Power from a victim and use it for his own purposes. The spell costs 2 PR and 1d3 HPs to cast and drains 3d10 Power from the victim.
        f.  Eldritch Bolt: This spell allows the caster to fire midnight black bolts of negative mystical energy. Attacks as Disintegration, Range 34" (Int), 1d20 Damage, PR 3/shot.
        g.  Hands of Colubra
        h.  Mist of Releh
        i.  Red Sign of Shuddle-M'ell
        j.  Summon Farnorondorgo: This spell costs 10 Power per turn and 2d12 turns to cast. Once the spell is cast, the caster must make a saving throw versus his Intelligence or suffer an additional loss of 1d20 Power. The spell must be cast on the top of a high mountain and only when the stars are right (this astronomical alignment happens once every 600 years).
7. Weakness (Special Requirement)  Randolph must perform yearly rituals in Farnorondorgo's honour or else lose his gift of Immortality. These rituals include human sacrifices.
Weight:  180 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  13 Endurance:  14
Agility:  15 Intelligence:  34
Charisma:  31 Reactions from:   Good:  -6     Evil:  +6
Hit Mod. (1.3) (1.4) (1.4) (1.8) = 4.5864 Hit Points:  19
Damage Mod.:  +5 Healing Rate:  2.8
Accuracy:  +2 Power:  76
Carrying Capacity:  324 lbs. Basic HTH Damage:  1d6
Movement Rates:  42" ground.
Det. Hidden:  24% Det. Danger:  28%
Inventing Points:  14.8 Inventing (102%): 
Knowledge Areas:  Inheritor, Religion/Mysticism, Scholar (Hyperborean History) & Scholar (Occult Lore)
Origin and Background: (British)  Randolph J. Hawthorne was an English nobleman whose interest in the occult led him to the darkest places scattered across the globe. In one such place, high on top of an unnamed Himmalayan Mountain, Randolph performed an ancient and blasphemous ritual which tore opened the sky and allowed a dimensional being of great power to enter our realm of existence.
        Randolph welcomed Farnorondorgo to earth and pledge his service to his cause. The ritual would have been a complete success, allowing Farnorondorgo complete control over the earth, but the local Tibetan monks performed their own ritual to banish the Dark God from our reality. But before the Dark God was exiled, he was able to give a fraction of his power to Randolph as a gift.
        Randolph made his way back to England where he started a secret mystical society known as the Arcanist Guild. The Arcanist Guild kept a low profile as it expanded its power base in England (it did not want to attract the attention of any of the other mystical societies or that of the government).
        In the late 19th Century, Randolph sent Guild agents to infiltrate the mystical society known as the Order of the Golden Dawn. Soon, Randolph's agents had completely infiltrated the Golden Dawn (and her sister societies) and Randolph began to manipulate the Order for his own agenda.
        Randolph's Guild agents had attracted the attention of Aleister Crowley who had become dissatisfied with the Golden Dawn. Randolph tutored Crowley in some of the darker rituals. While Crowley's notoreity increased, Randolph stayed in the background pulling the strings.
        Randolph J. Hawthorne is interested in any mystical artefacts that could increase his power and he uses his Arcanist Guild members to search out the world for any such relic. He keeps tabs on all sorcery using characters should they become an obstacle to his plans. He will not allw anyone stand in his way of performing the final ritual that will allow Farnorondorgo to enter our realm of existence. Randolph is waiting for when the stars will be right before he can perform this final ritual.
        The headquarters of the Arcanist Guild is located in a secret lair under the Royal Botanical Garden in Regents Park, London, England.
Training Bonuses:
 
2nd Level:       +1 Accuracy (Eldritch Bolt/Disintegration)
3rd Level:   +1 Damage (Eldritch Bolt/Disintegration)
4th Level:   +1 Accuracy (Eldritch Bolt/Disintegration)
5th Level:   +1 Damage (Eldritch Bolt/Disintegration)
6th Level:   +1 Damage (Eldritch Bolt/Disintegration)
7th Level:   +1 Damage (Eldritch Bolt/Disintegration)
 
Notes: 

To Hit (Unarmed HTH):
+2
Damage (Unarmed HTH):
1D6 + 5
To Hit (Eldritch Bolt/Disintegration):
+4
Damage (Eldritch Bolt/Disintegration):
1d20 + 9

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