The original Baron Blood is none other than Lord John Falsworth, a former English aristocrat who, after being bitten by none other than Dracula himself, transformed into one of the accursed undead as well. John has been further augmented by Nazi science, which has removed some - but not all - of his supernatural weaknesses.
Agelessness: being undead creatures, conventional vampires are close to immortal. As long as John continues to prey upon the living for their blood, and isn't slain by direct violence perpetrated against his person, he may persist in his existence indefinitely. John will typically, if at full Health, retain the appearance he possessed upon his rather unfortunate (if deserved) demise.
Animal Control: John has the ability to control creatures commonly considered vermin, such as bats, rats, roaches, and wolves, at his Psyche rank +2 CS (in John's case, Amazing (50)). These creatures act as if they were an extension of John's very existence, and will gladly do whatever he commands, even if they should happen to die in the process.
Animal Hybridization / Self: John originally had the ability to transform into at least two distinct animal forms, thanks to his encounter with Dracula. However, in exchange for the removal of his vulnerability to sunlight, John has lost his ability to change shape. Should he reverse this treatment, John could once again assume both of these forms:
* Bat: while in a bat form, a vampire can utilize a Feeble (2) ranked claw and bite attack, as well as fly about at Feeble (2) speeds (about thirty miles per hour), and make use of a bat-like sonar sense. This sense works at a rank equal to John's Intuition score (Excellent (20)), as it replaces a bat's typically rotten visual sense for the duration of the transformation.
* Wolf: though this form doesn't allow flight, it does offer improved attack and sensory capabilities over those of a bat. For one thing, a vampire can utilize a wolf's sense of smell at their Intuition score +1 CS, as well as Typical (6) ranked bite attacks (which can be used concurrently with their biological vampirism powers). They can also run at Poor (4) ground speeds (thirty miles per hour).
Biological Vampirism: John wields a strongly limited form of this power, which allows him to derive sustenance solely from the living blood of animal creatures. On contact with a potential target, John may begin to feed upon him or her if they cannot pass a Psyche (will) FEAT roll against this Remarkable (30) ranked capability, a FEAT allowed on each turn of feeding.
This assumes that John has managed to access their bloodstream, of course, which involves either opening the target's skin (most often with fangs) or by clamping his mouth onto an already open wound. In a single turn, John may draw out up to thirty ounces of blood, which is often enough to render a normal human unconscious - and might be lethal in and of itself.
Depending on whether or not such a singular attack would remove all the victim's Health, that is. John may continue to drain blood from his victim after this initial attack, though this furthers the risk of killing the victim (thus creating more vampires), as well as the possibility of the victim shrugging off the attack and gaining immunity to John's draining ability (thus becoming a potential nemesis).
At any rate, John may use the drained blood to replace his own, lost Health points. If at full Health when drinking his power rank number in ounces of blood, John can add a +1 CS to his Strength, Endurance and Psyche ability scores, as well as all his power ranks save for this one, for 1d100 turns. An additional boost of like power requires another infusion of fresh blood.
On the other hand, John suffers a -1 CS penalty to the aforementioned ability scores and power ranks for each day he abstains from feeding (whether voluntarily or otherwise). If John's ability scores and power ranks slip to Shift 0 levels from an extended lack of blood, he will not die so much as slip into stasis - at least, until someone is foolish enough to wander into melee distance of him...!
As an undead creature, John cannot defeat his dependence on blood - he literally needs it to survive.
Damage Reduction: John possesses considerable resistance to conventional injury - on top of his ability to regenerate. While not quite immune to such, John seems to easily shrug off attacks that would readily kill a normal human, their applied force being reduced by -2 CS. This damage reduction applies to both physical and vampiric attacks used against him.
Environmental Independence: as an anti-life monstrosity, John only needs to satisfy the limitations of his vampiric power to subsist. In other words, while he must feed upon the blood of others to live, John no longer needs - nor can he derive sustenance from - ordinary food or water, and no longer needs to breathe to maintain his bodily functions. John still needs to sleep semi-regularly, however.
Fangs: John is equipped with retractable fangs, which grow out of ordinary teeth and allow him to inflict Edged Attack damage in melee combat without exterior weapons of any sort. John can use these deadly teeth to inflict his Strength in Edged Attack damage per use - Remarkable (30) for him - and if he inflicts damage, he can simultaneously use his biological vampirism power on an opponent.
Flight: an appreciable amount of vampires have shown the capability of flight, without the benefit of any sort of wings or other mechanism, including John. Sure, a rare few actually wield batlike wings at all times, but John does not, and can fly about at approximately ninety miles per hour, or at Typical (6) rank. His odd costume adds to his maneuverability, but isn't necessary.
Mesmerism: by achieving eye contact with a would-be victim, John can attempt to influence his or her mind at Good (10) rank. This often makes it extremely easy for him to dine for the evening. Furthermore, if John has created 'children', or has bitten a body who he let live, he can utilize this power against them at +2 CS, his vampiric ichor binding their will to his own somewhat.
Regeneration: vampires are exceedingly difficult to harm, in that they heal from inflicted damage at an astounding rate, and John is no exception to this. He wields this power at Excellent (20) rank, allowing him to quickly recover from almost all forms of damage within minutes. Unless his limitations say otherwise, John can recover two lost Health points each turn.
Transformation / Self: John formerly had the power to transform his body into an eerie mist. His gaseous form provided John an additional 2 CS of damage reduction against physical attacks, as well as Feeble (2) ranked flight (thirty miles per hour). In this form he could even force himself into a foe's lungs, gaining control over their body per his mesmerism power (Endurance (res) FEAT to resist).
Weather Control: unlike most vampires, John has the ability to manipulate existing weather patterns to some extent. He wields this dangerous power at Excellent (20) rank, allowing him to create and modify weather patterns to destructive effect in his locality. He has no known stunts based on this power as of yet, but he has an eternity to develop them!
Vampiric Weaknesses: while standard immortal types are permanently slain only by total body disintegration, destruction on their home plane, or being killed by a fellow immortal, vampires are instead beholden to a completely different set of weaknesses. John is no exception to this rule, and suffers from the following vampiric weaknesses:
* Requirement / Home Soil: John need a touch (several pounds) of his native soil with him for some unknown reason. If such soil isn't adjacent to him while he sleeps during the day, John cannot heal damage inflicted to his body - whether thanks to his regeneration power or by dint of the consumed blood of his many victims.
* Susceptibility / Direct Sunlight: if exposed to direct sunlight (not mere daylight conditions but actual rays of light from the sun, whether directly or via a reflected surface), vampires normally lose half of their total Health score in damage each turn. This is usually enough to turn most of these undead to dust in short order - which is why they must act through intermediaries during the day.
John is an exception to this rule, however, in that he has received special biochemical treatments from Nazi scientists that allow him to spend extended periods of time in raw sunlight. In fact, he can go over half an hour under the sun without undue discomfort, and can be active during the day. All day. However, this treatment has cost John his ability to change shape.
* Susceptibility / Silver: the mere touch of silver causes John harm, reducing his Health by one fourth of its normal maximum. Furthermore, attacks made against John with silver weapons or projectiles bypasses his damage reduction as if it didn't exist, and such damage cannot be regenerated; it will merely heal at the normal rate for a character of similar Endurance.
* Susceptibility / Wooden Stakes: if John is pierced in the heart (with a Killing blow) via some wooden object, he will instantly lose all of his remaining Health. Unless he can pass a red Endurance FEAT roll immediately afterward, John will subsequently crumble to dust in rapid order, the anti-life which sustains his monstrous existence fleeing his now-uninhabitable corpse all at once.
* Weakness / Holy Symbols: many vampires, such as John, are susceptible to the will of a truly faithful person, focused through a symbol holy to their religion. When such an individual brandishes this symbol at them, John will see all of his ability scores reduced to Feeble (2) rank, and his supernatural powers will no longer function. This lasts as long as John remains within Very Near distance of the symbol.
Enemy 3: during his long reign of terror, John Falsworth has generated a large array of significant foes. During World War 1, his principal nemesis was the Freedom's Five, and in World War 2 it was the Invaders. However, his lifelong foes through the ages were the various super-powerful members of the Falsworth line themselves; all of these individuals go out of their way to finish John once and for all.
Detective / Espionage: the chief assassin amongst German intelligence agencies through two World Wars, John has most likely been trained in proper espionage techniques. As such, any applicable FEAT rolls he attempts in this area of knowledge should be made at a +1 CS.
Languages / English and German: John is native to the United Kingdom, of course, and as such, can speak proper English naturally. However, after offering his services to the German people for over ten years, John has managed to pick up German as a second tongue.
Lore: being a magical monstrosity himself, and having studied the occult for years between the two World Wars, John can be considered an authority on occult matters. His Reason score should be considered +1 CS in areas of this nature, even if he's just making an educated guess.
Having worked for the Germans for a good long time, John most likely has several Golden Age contacts throughout that government, whether they be before or after the Nazi party took control. Furthermore, as a member of the Super-Axis, John has gained several connections of a super-human type, and may be able to rely upon them for assistance should he need it.
John's costume had a dark purple center, which spread out to cover the outside of the suit's arms, and ended in gloves. It also had a light purple exterior, which became the interior of the arms as the darker segment overlapped it. Additionally, it had a light gray collar, an odd purple hood which projected fabric, bat-like ears out from his head, and bat-like gliding flaps along the sides.
These improve his aerial maneuvering by +1 CS.
John is a hateful soul, resenting his family after being denied what he thought was his proper inheritance, and loathing England for harboring the aristocrats in the first place. As such, he enjoyed working for the German government, as it allowed him uncanny opportunities to strike back at England and, of course, the Falsworths - who he wishes to destroy to this very day.
Real Name: Lord John Falsworth
Occupation: conspirator, former assassin for German intelligence agencies during World War 1 and 2
Legal Status: Citizen of the United Kingdom, legally deceased
Marital Status: single
Alias(es), if any: John Falsworth, Jr.
Group Affiliation: former member of the Super-Axis
Height: 5' 10"
Weight: 140 lbs
Other Distinguishing Characteristics: John's canine teeth are particularly prominent, whether or not he is feeding. Furthermore, his eyes grow red when wielding any of his vampiric powers.
Lord John Falsworth's story is a bitter one, beginning the day his elder brother inherited the majority of the family's estate thanks to the British tradition of primogeniture. Hating his family for denying him what he believed he deserved, John set out to find his fortune in Europe, eventually winding up in Romania. There, he sought out the dread vampire Dracula.
You see, Falsworth believed that Bram Stoker's 1897 novel, Dracula, was a true account, and thought that if he found the monster that tome described, he could gain a potent tool for the acquisition of power. However, upon finding Dracula's home, the elder vampire defeated John with ease, and drank all of his blood. Three days later, the younger Falsworth awoke anew as a vampire himself.
Under Dracula's control, John was ordered to return to England to wreak havoc; the elder vampire's old enemy, Abraham Van Helsing, hailed from there, and Dracula wished to distract this foe for a time. However, John thought it wiser to offer his services to the German government, to gain the resources of a nation in his appointed task.
Relishing their new, meta human agent, the Germans then dubbed him Baron Blood, gave him a frightening bat-inspired costume, and set him loose as a dangerous spy. During many of his missions against England, Falsworth ran afoul of a team of heroes known as the Freedom's Five, one member of which, Union Jack, was his brother!
Battling these lovers of freedom in many nations, John was never able to win in any of these encounters. In fact, Union Jack managed to rout John permanently after assaulting him with silver weaponry, and after this final defeat, he fled to parts unknown until after the war. Between World War 1 and 2, John studied the occult to better understand himself and his powers.
When the Nazi regime took control in Germany years later, the diabolical Baron saw its leaders as kindred spirits, and gladly volunteered similar espionage services to this new government. This time around, German scientists altered his body to make it highly resistant to the sunlight that would otherwise slay him in seconds. Of course, this boon cost him the use of his shape-changing powers.
Nonetheless, John reveled in his newly found freedom of movement, and returned to England to cause havoc anew. However, John was once again opposed by his brother, Union Jack, and a newer team of super heroes, known as the Invaders! This conflict ended with John's first fatality, as he ultimately fell on a silver-laced stalagmite at the end of this conflict.
This condition didn't last, however, and John was resurrected some time afterward by the evil Lady Lotus, who had dreams of conquest and wished to assemble a team of super-Nazi operatives to help her achieve her goal. This team, consisting of herself, John, Master Man, Warrior Woman, and the aquatic U-Man, was quite a destructive force to be reckoned with.
Lady Lotus' plot ultimately failed, though, and by the end of a battle with the Invaders, John was slain yet again, this time with a stake through the heart - courtesy of Namor. Proving rather difficult to dispose of permanently, John returned to undeath once more, and quickly set about getting vengeance on his slayer. He started by corrupting one of Namor's Irish lovers, transforming her into a vampire, as well!
Returning to Germany after this dark deed, John was put to further use by his Nazi commanders. He served on the front lines often, doing considerable damage to Allied forces, and dining well all the while. When he wasn't engaged in such wet work, the Baron aided other Nazi operatives in their endeavors. Not tied to any one location or division, John can be encountered almost anywhere within Axis territory!
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