Sashara 
Name: Sashara
True Name: Sashara
Alignment: Unprincipled / Aberrant
Hit Points: 71 S.D.C. (Physical): 164
Attributes: I.Q.: 15, M.E.: 19 (+2), M.A.: 26 (88%), P.S.: 39
(+24), P.P.: 28 (+7), P.E.: 26 (+22% / +6), P.B.: 18 (40%), Spd.: 43 [Strength
and Endurance are supernatural]
Weight: 174 lbs (78.9 kg) Height: 6 feet 1 inch (1.85
meters)
Age: 27 years Race: Wampyr (Was Human) Sex: Female
P.P.E.: 5
Disposition:
Life was hard on Sashara in many ways and she believed that her best
chance was to only depend on herself. She was interested in any specific
causes except her own survival once she no longer had the hope of rescuing
her parents. One of her most determined drives is to never be a victim
again. That drive helped to get rid of the peasant speech which had original.
She never was vindictive of extremely hateful but just a bit on the callous
side. She detested nobles but they were often who hired her so she masked
that feeling. Still, she always believed that a soldier or mercenary should
have a code which they follow.
Before becoming a Wampyre, she had no real care one way of the other
about vampire. She had heard tales about they but never expected to meet
with them. As might be expected, she now has a hatred for them. In many
ways, she is still warring with herself about her new abilities. She secretly
revels in that she is far tougher and stronger than she was ever before
but is guilty about having to consume human blood to survive. The problem
is that she has always survived on human blood, the spilling of it although
not the drinking of it. As well, she feels she was a victim of the vampires
O.C.C.: Mercenary Fighter Experience Level: Fifth (5)
Combat Skill: Hand to Hand; Expert and Boxing
Attacks per Melee: Six (6)
Bonuses, Combat: Critical Strike: Natural 20 Knock Out: Natural
20 Bonuses: Damage: +24, Strike: +9, Parry: +12, Dodge: +12, Roll:
+5, Pull Punch: +4, Initiative: +1
Damages (Supernatural): Punch: 6D6, Restrained Punch: 2D6, Power
Punch: 2D4x10. Damage is added to martial art attacks and weapon attacks.
Bonus; Save: Lethal Poison [14] +6, Non-Lethal Poison [16] +6,
Harmful Drugs [15] +6, Insanity [12] +2, Psionics [10] +2 (+7 vs Mind Control),
Magic [12] +6 (+11 vs Mind Control), Horror Factor +9
Wampyr Abilities/Vulnerabilities:
Abilities:
Super Regeneration: Has the same super regeneration as vampires
and can heal 2D6 SDC/Hit Points per melee round.
Invulnerabilities and Bonuses: Take half damage from metal weapons
but none of the normal vampire invulnerabilities. Character also has +1
on initiative, +3 to perception rolls, +5 to save vs Horror factor, +5
to save vs Mind Control and possession, and is immune to vampire mind control
powers.
Knowledges: Instinctively knows all the strengths and weaknesses
of true vampires, even the ones that do not effect Wampyrs.
Psychic Powers: ISP 119 + 8 per level, Considered a Master Psionic
Sensitive Abilities: Empathy (4), Presence Sense (4), Sense
Evil (2), Sixth Sense (2), Suggestion (2), Telepathy (4)
Physical Abilities: Alter Aura (2), Bio-Manipulation (10), Death
Trance (1), Mind Block (4), Telekinesis (Varies)
Healer Abilities: Deaden Pain (4), Induce Sleep (4)
Vulnerabilities:
Has Blood Dependancy: Character must drink one pint (about .5
liters) of blood every three days. Going without will result in the feeding
frenzy but will not start until after the first week and it takes three
days to aggravate the state.
Vulnerable to sunlight: When exposed to direct sunlight, character
will take 2D6 points of damage for every minute (4 melee) of exposure.
Getting into a shadowed area allows their regeneration to kick in and heal
the damage. By running in and out of shade, a Wampyr can operate in sunlight.
This is however very painful. Those suffering from sun exposure loose one
attack per melee round, are at -1 on all combat rolls, -2 on initiative
and perception, and is -20% on all skill rolls. These penalties also apply
when in shade or underground during the day.
O. C. C. Skills: Physical: Athletics (General), Climb
/ Scale Walls (+10%) 70%, Hand to Hand (Expert),
Technical: Language:
Southern (Native) 98%, Language: Eastern (+10%) 70%, Language: Elven (Dragonese)
(+10%) 70%, Weapon Proficiencies: W.P. Polearm (+2 to damage, +2
[+11] to strike, +2 [+14] to parry), Shield (+1 [+10] to strike, +2 [+14]
to parry), Spear (+3 [+12] to strike, +3 [+15] to parry, +1 [+12] to throw),
Sword (+2 [+11] to strike, +2 [+14] to parry, +1 [+10] to throw), Wilderness:
Wilderness Survival (+10%) 60%
O. C. C. Related Skills: Espionage: Detect Ambush (+5%)
55%, Intelligence (+5%) 51%, Track Humanoids (+5%) 50%, Medical:
First Aid 50%, Military: Field Armorer (+5%) 55%, Rogue:
Streetwise (+4%) 40%, Technical: Literacy: Elven (Dragonese) [Gained
at Third Level] (+10%) 50%, Literacy: Southern (Native) [Gained at Third
Level] (+10%) 50%, Lore: Demon and Monster (+10%) 55%, Wilderness:
Land Navigation 46%, Wilderness Survival 50%.
Secondary Skills: Physical: Body Building [Gained at
Fifth Level], Boxing, Running, Wrestling [Gained at Fifth Level], Rogue:
Prowl 45%, Weapon Proficiencies: Targeting/Missile Weapons (+2 [+12]
to throw, +1D6 damage to Spears and +1D4 to Javelins)
Background (Slave Farmer) Skills: Domestic: Cook (+4%)
54%, Wilderness: Identify Plants and Fruit (+4%) 49%, Preserve Food
(+4%) 59%
Appearance:
Sashara's most remarkable feature is flaming red hair which has become
even more pronounced with her skin becoming much paler since her transformation
into a Wampyr. When worn free, her hair hangs down to her waist. It is
one of her concessions to femininity she adopted after dropping her male
persona. Of course she often braids it up while she is on the stalk. She
has a strong angular face although she is far from being unattractive.
She has bright green eyes which seem to lock onto anyone around. For cosmetics,
Sashara wears little more than bright red highlights on her lips. Even
though she has disguised herself as a male in the past, she has a reasonable
figure although she is extremely muscular for a woman. She is also extremely
tall for a woman, being over six feet in height.
The mercenary Wampyr prefers heavy armors, especially plate armor.
She has a set of black plate armor with gold chasing which was specially
commissioned for her. On her back, Sashara wears a heavy bladed two handed
sword. She is rarely seen outside of her armor, feeling almost naked in
a tunic and skirts she considers extremely restrictive.
Magical Weapons:
Magic Claymore: Weight: 6.5 lbs (2.9 kg) Length: 4.0 feet (1.2
m)
Commissioned by her as a magical sword for fighting vampires. Blade
of sword is black. It is of the highest quality by Dwarven construction;
+3 (+17) to parry, +2 (+13) to strike, +4 to damage, and +2 to initiative.
Enchantments: Additional Damage (1D6), Indestructible, and Vampire
Slayer (double damage to vampires and reduced regeneration)
Damage: 4D6+4 (+6D6+24 for strength / double damage to vampires)
Non-Magical Weapons of Note:
12 Silver Tipped "Saunion" Spears: Weight: 1.8 lbs (0.8 kg)
each Length: 1.2 feet (1.2 m) Throwing spears. Dwarven Quality +1 (+12)
to strike, +2 (+14) to throw) +1 (+16) to parry, +2 to initiative, and
+4 to damage. Weapons are carried in a quiver carried on the back.
Damage: 1D8+1 (+1D6 for WP: Targeting.)
Armor, Magical:
Enchanted Plate Armor The armor is black with silver inlaid
designs and is extremely well crafted. Commissioned by her. In addition
to enchantments, the armor is reinforced with additional armor and is Dwarven
forged for extra strength. The armor is enchanted to be weightless (weighing
only about 1 oz and prowl penalties are reduced by half [-5% to prowl]).
The plate armor has an A.R. Rating of 18 and 452 S.D.C. The armor magically
repairs itself at the rate of 10 S.D.C. per hour. Enchantments:
Armor Rating Enhancement, Color, Magical S.D.C., Weightless, Regenerating
Armor.
Magical Items:
Cloak of Shadows: The wearer is difficult to see in shadow,
but even in lighted area the character moves silently and unobtrusively
like a shadow; +20% to prowl
Ring of Invisibility: Can turn wearer invisible for a maximum
of Three times of 10 minutes each day. Treat as invisibility simple.
Other Equipment: Standard Equipment for OCC, 20 wooden stakes
Money: 1,600,000 gold
History:
Sashara's parents were tied to the land, slave farmers like their parents
were before them. The subject of cruel masters within the Land of the South
Winds. They were complete subject to those above them. Food was always
hard to come by and many of those around them died from starvation. The
masters above them took the lion's share of what ever they managed to grow
and left little for their slaves to eat.
In spite of the conditions Sashara grew up in, she grew to be both tall
and strong. The girl was able to steal an extra morsel of food her and
there. She always wanted something beyond being a slave. Somehow her parents
managed to keep her from being branded as a slave. Maybe her parents saw
her as a way out of their own impoverishment.
War descended on the land which she lived. Two local lords went to war
with each other on just who owned the lands which their slaves tilled.
Farmers were drafted as soldiers and both sides hired mercenaries. They
were an amazing sight. Dressed in armor, tall figures carrying swords and
spears. Except for those drafted by the lords, none of the slaves were
permitted weapons.
Sashara decided to run away and join one of the companies. It never
really mattered to her which one she joined. Armies always need fodder
for the enemy's spears. The companies would not have passed muster in many
lands, ragtag outfits with little quality to them. The officers had little
care who lived or died because there was an inexhaustible source of recruits.
Many of the other troops were escaped farm slaves and serfs looking for
a better life. Equipment was poor compared to that of better mercenary
companies and medical care was virtually non existent as well.
She was as tall as most boys her age and had dressed up as a boy. Historically,
many women and girls have dressed as men to join militaries. No one though
anything of her besides another recruit, another illiterate peasant. She
made her mark and she was a member of the company. Luck or fate, the girl
survived her first several battles and began to be taught the way of battle
by those with more experience. Battle is also an extremely efficient teacher.
Either you learn quickly or you die.
Eventually the war ended, neither side really winning. The people who
considered themselves the officers of the company simply disappeared when
the conflict ended, leaving their soldiers with no money and no other prospects
as well. The soldiers scattered to the four winds with Sashara, still in
her male persona, finding herself in a bar as a peacekeeper, trying to
figure where to go next. Maybe try and find another mercenary company.
A group of adventurers appeared in the bar before she had been there
for very long. They were planning an expedition into the Old Kingdom mountains
and their had just lost a soldier in their company and needed a replacement.
They did not have a lot of money, having used virtually all of it in outfitting
the company.
She overheard parts of their conversation and volunteered. Desperate
for anyone to join, they accepted her and she was given the dead soldier's
gear as the only form of payment initially. It was far better than anything
she had before and to her, it was worth a fortune. None of it was new but
it was all serviceable. Chain mail instead of crude leather, a good quality
steel sword, and even a good shield.
Many groups come back from the Old Kingdom mountains with nothing and
quite a few never come back at all. The wealth which the adventurers dreamed
of finding never came to pass but they were more successful than most.
They were able to find some relics from the times when the world was ruled
by Elves and were able to sell them to scholars. The scholars probably
robbed the adventurers blind but they still got more than most. Sashara
got a share along with more seasoning, fighting Orcs and other creatures
who inherited the old Elven lands.
The group scattered after that but Sashara soon joined another adventuring
group. She allowed her hair to grow longer and no longer hide in a male
persona. Some of her companions liked the "adventure" of having a mercenary
woman as a lover. She also reinvented herself to a large extent, ridding
herself of the peasant speech and adopting almost a merchant speech style.
Some of the group which she traveled with had some remarkable successes,
one finding an extremely valuable magic item. Dwarven crafted weapons and
armor replaced her old equipment and she learned how to read and write
from her companions.
Eventually she headed where had once been her home. She finally had
enough gold to set her parents in comfort. Unfortunately, luck was not
with her and the hut which she had been born was in ruins. She tried to
ask some of the other slaves what had happened but they reacted in fear
to her, having changed to a completely different woman in the years which
she had been gone. Her speech now was that of an outsider and outsiders
were to feared.
A patrol came upon her, maybe called by one of the farm slaves or maybe
just more bad luck. She ended up fighting them and slaying two of them.
Attempting to outrun the death verdict which was sure to come, she beat
a hasty retreat and say goodbye to the Land of the South Winds. She caught
a ship to more northern lands.
Over the next few years she continued her adventuring. It was what she
knew and she never had any taste for banditry. She also hired herself out
as a guard a few days and got to know the ways of the larger cities. Cities
have their own share of problems including a whole host of criminal elements
your rarely see outside them.
Her whole life then changed. A local lord's daughter was kidnaped by
unknown attackers and she was hired along with several others to rescue
the girl. At least the lord claims that the attackers were unknown although
she now wonders if the lord did not know. It turned out that the kidnappers
where a group of vampires and they had already turned the lord's daughter
into one of them.
Cold steel was of little use against the vampires and the whole group
of rescuers was soon captured. The single wizard in the group was still
extremely young and was caught completely off guard. The vampires fed off
their prisoners while trying to decide what to do with them. They especially
took pleasure in their newly created vampire feeding from her rescuers.
Eventually they decided that it would be good sport to turn one of them
into a vampire and watch the new vampire feed on the others in bloodlust.
Sashara, being the only female in the group, was chosen.
Something happened. She did not become a vampire but instead became
something else. A half vampire. She slew two of the four vampires within
seconds of her transformation, taking them by surprise. The other two,
including the transformed daughter of the lord, escaped into the night.
Sashara does not know what happened to them to this day. She freed the
others but they would have nothing to do with her.
It was then that she became a vampire hunter. Even though she has only
been a Wampyr a relatively short time, she now inhabited the same world
as they did and few could hunt them as well as she could. Beside there
are few who hate Wampyrs more than true vampires and she found herself
often going against the minions of Vald-Tegor. The church is often extremely
wealthy and she was able to finally afford to purchase several magic items.
Much of her time has also gone into trying to prevent the church from managing
to acquire some extremely deadly magic items dedicated to the church.
[Federation of Magic TM, Adventures on the High Seas TM, and
Woomwood are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[Palladium Fantasy®, Rifts®, and Nightbane® are registered trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
Image created and copyrighted by Brian Brinlee
More Brian Brinlee artwork at Fantasy Art of Elfwood
By Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.