Savage Worlds Accursed CharacterGerhardt: Difference between revisions

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'''Gerhardt Reiniger'''
'''Gerhardt Reiniger'''


''Dhampir'' (Valkenholm); Novice (0 XP)
''Dhampir'' (Valkenholm); Novice (5 XP); Male
Male


Racial Package: +2 Charisma, d6 starting Agility, d6 starting Notice, Low Light Vision, +4 damage from wooden weapons, Blood Witch Banes attack a Dhampir first, Habit (Minor): Drink fresh blood when it is available - Spirit roll to resist
Racial Package: +2 Charisma, d6 starting Agility, d6 starting Notice, Low Light Vision, +4 damage from wooden weapons, Blood Witch Banes attack a Dhampir first, Habit (Minor, Drink fresh blood when it is available): Spirit roll to resist, once per scene
 
 
Agility d8
 
Smarts d6
 
Spirit d8
 
Strength d6


Agility d8;
Smarts d6;
Spirit d6;
Strength d6;
Vigor d6
Vigor d6


Charisma +4;
Parry 7;
Toughness 8 (3)


Athletics d4
Charisma: +5;
Pace: 7;
Parry: 8;
Toughness: 8 (3);
Power Points: 10/10
 
 
Money: 1000 Manreia duchats
 
 
'''Stage 1 Acceptance''': +1 Pace; +1 Charisma; -2 to all rolls while in direct sunlight (negated by deep shade, being indoors or underground); -2 to resist drinking fresh blood
 
'''Stage 2 Acceptance''': +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons
 
 
Athletics [Agility] d4
 
Fighting [Agility] d8
 
Gambling [Smarts] d4
 
Guts [Spirit] d6
 
Knowledge (Chemistry) [Smarts] d4
 
Notice [Smarts] d6
 
Persuasion [Spirit] d4


Fighting d8
Riding [Agility] d4


Gambling d6
Shooting [Agility] d6


Guts d6
Streetwise [Smarts] d4


Knowledge (Chemistry) d4
Witchcraft [Spirit] d6


Notice d6


Persuasion d6
'''Spells'''


Riding d4
"Ifrit's Ruin" - (Bolt); elemental trapping: Fire - when cast, golden-red, molten flames lick up and down Gerhardt's extended arms, as though it is alive and leaps toward any target at his command. Targets hit by this spell must roll a d6 - on a 6 they are set aflame. Very flammable targets, such as scarecrows or targets covered in hair or fur catch fire on a 4 - 6.


Shooting d6
"Blessed/Cursed Mark of Xidar" - (Boost/Lower Trait); trapping: "Blessed" - Gilded light settles upon the target; "Cursed" - Sickly green foul energies dance mockingly around target


Streetwise d4


'''Equipment'''
'''Equipment'''
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Dagger - 3/6/12; STR(d6)+d4; RoF 1
Dagger - 3/6/12; STR(d6)+d4; RoF 1


Six shot packets
A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch
 
4 shot packets


2 weeks of food and water
2 weeks of food and water
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Hindrances: Heroic (Major), Vengeful (Minor), Vow (Minor, Destroy the Witches)
'''Hindrances:''' Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), Vow (Minor, Destroy the Witches)
 
 
'''Edges:''' Attractive, Arcane Background: Witchcraft
 
 
0 of 3 Wounds
 
0 of 2 Fatigue Levels


Edges: Attractive, Call the Blood (Makes a target Neutral or Friendly to you before a Persuasion roll)
0 of 3 Bennies (Soak Wounds, remove Shaken)


3 Wounds Before Incapacitation


2 Fatigue Levels Before Incapacitation
'''Advances'''


3 Bennies (Soak a Wound, retry an action)
5 XP: Spirit d8

Latest revision as of 15:37, 1 April 2014

Gerhardt Reiniger

Dhampir (Valkenholm); Novice (5 XP); Male

Racial Package: +2 Charisma, d6 starting Agility, d6 starting Notice, Low Light Vision, +4 damage from wooden weapons, Blood Witch Banes attack a Dhampir first, Habit (Minor, Drink fresh blood when it is available): Spirit roll to resist, once per scene


Agility d8

Smarts d6

Spirit d8

Strength d6

Vigor d6


Charisma: +5; Pace: 7; Parry: 8; Toughness: 8 (3); Power Points: 10/10


Money: 1000 Manreia duchats


Stage 1 Acceptance: +1 Pace; +1 Charisma; -2 to all rolls while in direct sunlight (negated by deep shade, being indoors or underground); -2 to resist drinking fresh blood

Stage 2 Acceptance: +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons


Athletics [Agility] d4

Fighting [Agility] d8

Gambling [Smarts] d4

Guts [Spirit] d6

Knowledge (Chemistry) [Smarts] d4

Notice [Smarts] d6

Persuasion [Spirit] d4

Riding [Agility] d4

Shooting [Agility] d6

Streetwise [Smarts] d4

Witchcraft [Spirit] d6


Spells

"Ifrit's Ruin" - (Bolt); elemental trapping: Fire - when cast, golden-red, molten flames lick up and down Gerhardt's extended arms, as though it is alive and leaps toward any target at his command. Targets hit by this spell must roll a d6 - on a 6 they are set aflame. Very flammable targets, such as scarecrows or targets covered in hair or fur catch fire on a 4 - 6.

"Blessed/Cursed Mark of Xidar" - (Boost/Lower Trait); trapping: "Blessed" - Gilded light settles upon the target; "Cursed" - Sickly green foul energies dance mockingly around target


Equipment

Reinforced Greatcoat - Armor +3, covers T, L, A

Rapier - STR(d6)+d4; Parry +1

Flintlock Pistol - 5/10/20; 2d6+1; RoF 1; 2 actions to reload

Dagger - 3/6/12; STR(d6)+d4; RoF 1

A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch

4 shot packets

2 weeks of food and water

Assorted adventuring gear


Hindrances: Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), Vow (Minor, Destroy the Witches)


Edges: Attractive, Arcane Background: Witchcraft


0 of 3 Wounds

0 of 2 Fatigue Levels

0 of 3 Bennies (Soak Wounds, remove Shaken)


Advances

5 XP: Spirit d8