Savage Worlds Accursed CharacterGerhardt: Difference between revisions
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'''Gerhardt Reiniger''' | '''Gerhardt Reiniger''' | ||
''Dhampir'' (Valkenholm); Novice ( | ''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 | 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 | Vigor d6 | ||
Charisma + | |||
Parry | Charisma: +5; | ||
Toughness 8 (3); | Pace: 7; | ||
Power Points: 10 | 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 d4 | Athletics [Agility] d4 | ||
Fighting d8 | Fighting [Agility] d8 | ||
Gambling d4 | Gambling [Smarts] d4 | ||
Guts d6 | Guts [Spirit] d6 | ||
Knowledge (Chemistry) d4 | Knowledge (Chemistry) [Smarts] d4 | ||
Notice d6 | Notice [Smarts] d6 | ||
Persuasion d4 | Persuasion [Spirit] d4 | ||
Riding d4 | Riding [Agility] d4 | ||
Shooting d6 | Shooting [Agility] d6 | ||
Streetwise d4 | Streetwise [Smarts] d4 | ||
Witchcraft d6 | Witchcraft [Spirit] d6 | ||
'''Spells''' | '''Spells''' | ||
"Ifrit's Ruin" - (Bolt); elemental trapping: Fire | "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 | "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 | ||
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Dagger - 3/6/12; STR(d6)+d4; RoF 1 | 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 | 2 weeks of food and water | ||
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'''Hindrances:''' | '''Hindrances:''' Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), Vow (Minor, Destroy the Witches) | ||
'''Edges:''' Attractive, Arcane Background: Witchcraft | '''Edges:''' Attractive, Arcane Background: Witchcraft | ||
3 Wounds | 0 of 3 Wounds | ||
0 of 2 Fatigue Levels | |||
0 of 3 Bennies (Soak Wounds, remove Shaken) | |||
'''Advances''' | |||
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