Difference between revisions of "Savage Worlds Accursed CharacterGerhardt"
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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, 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 | ||
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− | |||
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Vigor d6 | Vigor d6 | ||
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Parry: 8; | Parry: 8; | ||
Toughness: 8 (3); | Toughness: 8 (3); | ||
− | Power Points: | + | Power Points: 10/10 |
− | Money: | + | Money: 1000 Manreia duchats |
− | '''Stage 1 Acceptance''': +1 Pace; +1 Charisma; - | + | '''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, | + | '''Stage 2 Acceptance''': +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons |
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'''Spells''' | '''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 | + | "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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A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch | 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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− | + | 0 of 3 Wounds | |
− | + | 0 of 2 Fatigue Levels | |
0 of 3 Bennies (Soak Wounds, remove Shaken) | 0 of 3 Bennies (Soak Wounds, remove Shaken) | ||
+ | |||
+ | |||
+ | '''Advances''' | ||
+ | |||
+ | 5 XP: Spirit d8 |
Latest revision as of 08:37, 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