Vorpal (4e Race)
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Vorpal[edit]
Named for their well known reputation as assassins and necromancers, Vorpals are as deadly as the blade they are named for.
Racial Traits |
Average Height: 5'2"-6'6" |
Average Weight: 0 lbs. |
Ability Scores: +2 Constitution, +2 Intelligence or Charisma |
Size: Medium |
Speed: 7 squares |
Vision: Darkvision |
Languages: Common, Abyssal |
Skill Bonuses: +2 Intimidate, +2 Stealth |
Vorpal Wrath: When an enemy that bloodied you or was bloodied by you makes an attack against you, that creature takes Necrotic or Psychic damage equal to half your Charisma modifier as long as the modifier exceeds +1. |
Eternal Power: You may take either Dark Soul or Shadow Warp as an additional encounter power. |
Shadow Origin: You are considered a Shadow creature for effects relating to creature origin. |
Shadow Forged: When in dim-light or darkness, you may choose to become invisible. If you do so, every turn while you are invisible, you take damage equal half your surge value. |
Vorpals were once human. They have since been transformed into something much, much worse. Necromancy and shadow-magic is what originally brought them to life, but now they can be born anywhere if the right mix of pain, sadness, and anger are stirred up in a place of darkness...
Play a Vorpal if you want...
- To be as silent and deadly as a shadow.
- To be at home in darkness.
- To be feared and reviled by all.
- To be a member of a race that favors the Necromancer and Assassin classes.
Physical Qualities[edit]
Vorpals physical attributes can vary, some drip with black goo that simmers when it hits the ground, others are shrouded by smoky tendrils of darkness, others even are made of shards of darkness. But one thing they all share is that they always have a pitch black silhouette of a humanoid creature, they usually don't have any facial features, but when they do it is usually just a mouth with either an almost permanent maniacal smile or grimace printed on it.
Playing a Vorpal[edit]
Vorpals do not 'like' anything, even when they team with adventurers it it usually just because they have a common goal in mind, they do not fear and do not feel pain. They seldom talk to humanoids, but when they do it is in a raspy, whispering voice. They do not have genders but can look like either a male or female humanoid, and they do not age. A Vorpal is born from the shadows as a fully grown, fully trained, and very deadly warrior, they never believe in any gods, instead they only have their own goals in mind, never thinking as above or below themselves.
Vorpal Characteristics: Silent, Deadly, Grim, Straightforward, Neutral
Names: Darkin, Dark Hand, Grey, Shadow, Flute, Nocturne
Vorpal Adventurers[edit]
Three sample Vorpal Adventurers adventurers are described below.
Dark Hand was a Vorpal assassin, he roamed the world finding cites and settlements where he hoped to find people who thought like he did. Death and pain are all he brought to these places, never having found anyone who thought like him or anyone strong enough to oppose him, he sent shadows of fear in his wake and killed all who did not flee. A human boy? This is what they send me to fight? The boy of course died, but he was trained well and he had mortally wounded Dark Hand and he knew he died for his people.
Flute is a Vorpal necromancer. She lives in a cave in the woods just outside of a big city, rumors of her cave have spread to the young men of the city. Wanting adventure they travel to the cave to slay the 'monster' that lives there. As they stare into the eyes of their killer, they are terrified of becoming the creatures they see behind her, the undead. She uses her minions to hunt for her and enhance her own reputation, killing any who dare enter her lair.
Shadow is a Vorpal assassin, unlike most Vorpals he does love one thing, money. He does anything for money, especially if it involves killing or torturing sentient beings. When he goes hunting for food, he often purposely misses it's vital organs so he can feel the thrill of the chase running through his veins.
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