Info
REAL NAME:
IDENTITY:
AFFILIATION:
REGISTERED?:
​RELATIVE AGE:
LOCATION:
Adrik Orlov
Relatively Unknown
Russia (Prussia)/Rogue
No
~400+ years old
St. Petersburg, Russia
ALIAS(ES):
CURRENT TEAM:
FIRST APPEARANCE:
APPEARANCE DATE:
CREATED BY:
CREATION DATE:
History
Adrik Orlov is a centuries-old Russian vampire. For the last couple centuries, Orlov feasted on the random dregs of Russian citizenry, being chased out of his lairs several times.
Eventually, Orlov started amassing his vampire coven after World War II, residing primarily out of Siberia. In the 1990s, during Russia's political change, he moved into St. Petersburg and set up gothic clubs to use to 'feed on' and increase his coven size with the masses of young Russians.
Today, Orlov has since joined the international vampiric gang called 'The Crimson', growing his power and influence...and wealth. He currently owns over a dozen clubs throughout Russia and has become quite a financially (and fearsome) influential figure in the Russian Mafia as well.
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Powers
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Vampiric Physiology (Death Magic)
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Enhanced Physical Attributes
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Good physical attributes, with exception of strength and endurance
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Excellent Strength and Endurance
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Can uses fingers as claws or fangs/jaw to bite/tear for up to excellent edged melee attacks
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Leaping
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Can leap up to 30 feet across, 22 feet up and 40 feet down without issue​
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Movement​
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Can run up to 50 mph in short, three-second bursts (~22 feet)​
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Enhanced Senses
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Vampire senses are remarkable in scale (sight, smell, taste, environmental awareness)
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Can sense/smell blood within 200 feet of a target/victim
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Can sense living beings (or animals) within 300 feet
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Can sense disruptions in the air, grounds or general movement (including swaying of trees in a wind) up to 200 yards away
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Regeneration
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Amazing level of regeneration (50% health/minute) against all forms of damage with the following exceptions:
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Damage from silver metal-based weapons/material negates regeneration to a 25% rate
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Damage from blessed (holy) water reduces regeneration to a 10% rate
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Damage from ultraviolet light and/or sunlight reducing regeneration to 0% (also see 'ultraviolet/light damage' below)
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Damage from natural wooden materials/weapons (not composite 'made to look like wood' (aka 'pressed' wood) material) reduces regeneration to 20%
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Pain Negation
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Pain receptors in a vampire's nerves are severely diminished to 10-20%, ergo, vampires don't feel pain like a normal human does.
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Ultraviolet Radiation/Sunlight Effect
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Exposure to any form of ultraviolet radiation, light or sunlight not only negates a vampires regeneration, it also induces typical radiation damage to their body; damage that cannot be regenerated from...ever
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Even if a vampire survives a UV attack/sunlight attack, the effects of the damage (burns, scarring, boils, etc.) will remain and cannot be regenerated from (will not affect health or pain receptors, but will make vampires uglier instead)
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Hypnotic/Mental Control
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Has the poor ability, when eye-to-eye with a target/victim to impose a 'calm or fear' effect, making the target/victim under a poor level of mind control-based on what the vampire desires the target/victim to think (again, calm or fear).
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Vampire Bite
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Allows for the vampire's hollowed fangs to draw/drain blood.
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The teeth are of excellent material strength. Can drain a standard human target/victim in less than a minute's time. Vampires can drain their victims and kill them or:
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At near death of the target/victim, the vampire can allow for the target/victim to drink from the vampire's blood. In doing so, after the target/victim's body 'dies' after this, it resurrects with full vampiric Physiology and health, but is under the remarkable mental control of the host vampire, until the host vampire dies, then the target/victim is fee of the mental control...but still remains a vampire with all the vampiric physiology.
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Soul/Death/Black Magic Defense
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Incredible defense against Death, Black and Soul Magic
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Any incredible or less level magic in these disciplines doesn't work on vampires (negated) due to it being made from the same types of magics.
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VAMPIRE SPEICAL NOTES:
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Mirrors/Photography - Vampires do not show their reflection in mirrors, period (not even if they are 'invited' in; that is a 'magical' situation, not a vampiric power-based one). Also, photography using mirrors (i.e., cameras) will also not show a vampire's image; straight digital imagery, so long as mirrors or telephoto lenses aren't used, CAN show their image though.
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Garlic - The odor of garlic to vampires is repulsive; it doesn't do damage to them, but diminishes their sense of smell and environmental awareness by over 75% of their remarkable sensory system (worse than getting sprayed by a skunk!).
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Feeding - Vampires must intake at least 1 quart of blood a day to survive. If less than or no blood for a day's time, the vampire will loosing a level of endurance and strength each day, remaining at that level unless more than a quart of blood is taken in (then the vampire gets its full regeneration and physical attributes back).
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Holy Items - When attacked with holy and/or blessed items, the vampire's regeneration power is negated down to a 10% regeneration rate which also allows for full (100%) damage effects from the holy items being felt and received on the vampire (also see 'regeneration' above).
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Sleep - vampires DO NOT need a coffin to sleep in; they simply need a place that is not exposed to Ultraviolet radiation AKA natural sunlight, which negates regeneration and damages vampires (see 'regeneration' and 'ultraviolet radiation/sunlight' entries).
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Alteration (Animals) - vampires CANNOT readily do this unless they learned from the the Alteration school of magic to do so. No vampire can change their physical forms, skin color, texture, eyes, or anything of their being, other than via regeneration based on their existing state and/or years of vampiric wear and tear without using 'other' magical skills.
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Equipment
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Sunglasses
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Provides good protection against flash and light
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UV Sunscreen
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Provides good protection against sunlight and ultraviolet light
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Talents
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Russian Lore/History (Professional)
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Stealth (Professional)
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Swordsmanship (Professional)
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Marksmanship (Professional)
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Martial Arts: Melee Fighting (Professional)
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Martial Arts: Holds/Escapes (Professional)
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Martial Arts: + Initiative (Proficient)
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Leadership (Proficient)
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Languages:
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Russian (Professional)
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German (Professional)
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French (Proficient)
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Slovakian (Proficient)
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