Molly Marshall

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Molly Marshall
Molly Marshall

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Molly Marshall
Molly Marshall

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If I Was Your Vampire (Album Version)Marilyn Manson
00:00 / 05:56
 

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

RELATIVE AGE: 

LOCATION: 

Molly Marshall

Relatively Unknown

British/Rogue

No

300+ years

London, England

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

Maulin' Molly

The Crimson

NA

NA

Don "Major Deej" Finger

16 Oct 2021

RELATIONS:

Finnian Marshall (husband, presumed deceased (lost at sea in 1740))

History

 

Molly was an 18th century widowed barmaid turned into a vampire.  Over the next couple centuries, Molly was nothing more than a subserviant vampire to her vampire master, but in a turn of events in the 1950s, Molly became the new alpha vampire when her master was destroyed.

With the vampire covens practically non-existent, Molly, after centuries of experience, re-energized and repopulated the vampires in and about London and England. By the year 2010, the London coven became powerful enough to join the international vampiric cartel known as 'The Crimson'.

Today, Molly has proven herself to be a dangerous and powerful leader of her London Crimson coven. Although her 'coven' hides in old buildings, she lives in a castle-like mansion outside of London. Her mental powers keep her secrets...well...secret from the rest of the world.

Powers

 
  • Vampiric Physiology (Death Magic)

    • Enhanced Physical Attributes

      • Good physical attributes all around

      • Can uses fingers as claws or fangs/jaw to bite/tear for up to excellent edged melee attacks

      • Leaping

        • Can leap up to 25 feet across, 18 feet up and 35 feet down without issue

      • Movement

        • Can run up to 60 mph in short, three-second bursts (~28 feet)​

    • Enhanced Senses

      • Vampire senses are remarkable in scale (sight, smell, taste, environmental awareness)

      • Can sense/smell blood within 200 feet of a target/victim

      • Can sense living beings (or animals) within 300 feet

      • Can sense disruptions in the air, grounds or general movement (including swaying of trees in a wind) up to 200 yards away

    • Regeneration

      • Amazing level of regeneration (50% health/minute) against all forms of damage with the following exceptions:

        • Damage from silver metal-based weapons/material negates regeneration to a 25% rate

        • Damage from blessed (holy) water reduces regeneration to a 10% rate

        • Damage from ultraviolet light and/or sunlight reducing regeneration to 0% (also see 'ultraviolet/light damage' below)

        • Damage from natural wooden materials/weapons (not composite 'made to look like wood' (aka 'pressed' wood) material) reduces regeneration to 20%

    • Pain Negation

      • Pain receptors in a vampire's nerves are severely diminished to 10-20%, ergo, vampires don't feel pain like a normal human does.

    • Ultraviolet Radiation/Sunlight Effect

      • 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

      • 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)

    • Hypnotic/Mental Control

      • 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).

    • Vampire Bite

      • Allows for the vampire's hollowed fangs to draw/drain blood.

      • 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:

        • 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.

    • Soul/Death/Black Magic Defense

      • Incredible defense against Death, Black and Soul Magic

      • 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.

    • VAMPIRE SPEICAL NOTES:

      • 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.

      • 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!).

      • 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).

      • 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).

      • 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).

      • 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.

  • Mind Control (amplified Vampire power)
    • Has a good ability to control the minds of humans within her range.
    • She must establish eye contact to engage her power.
    • She can mind control up to 10 people maximum.
      • Every person beyond the 10 being mind controlled will have a lesser degree (typical) mind control associated to them, with a drop in rank for each thereafter.​
    • Lasts for 10 hours max​
      • Targets/Victims can be broken out of mind control with a psychic attacks of typical or better​
      • Targets/Victims can be broken out of mind control if they receive life-threatening (killing) blows/shots to themselves
    • Mind Control of targets/victims is lost if Molly falls unconscious or dies

Equipment

 

None.

Talents

 
  • High Society (Professional)

  • Barmaid/Bartender (Professional)

  • Fashion (Professional)

  • Leadership (Professional)

  • England Lore/History (Professional)

  • Stealth (Professional)

  • Finances (Proficient)

  • Poetry/Theater (Professional)

  • Politics (Proficient)

  • Martial Arts: Dodge/Evade (Master)

  • Martial Arts: + Initiative (Proficient)

  • Acrobatics/Tumbling (Professional)

  • Languages:

    • English (Master)

    • French (Professional)

    • Norwegian (Proficient)

    • Spanish (proficient)

    • German (Professional)