Savage Worlds Accursed CharacterGerhardt: Difference between revisions
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Witchcraft [Spirit] d6 | Witchcraft [Spirit] d6 | ||
'''Spells''' | '''Spells''' | ||
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"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 | "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''' | '''Equipment''' | ||
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Assorted adventuring gear | Assorted adventuring gear | ||
'''Hindrances:''' Heroic (Major), Vengeful (Minor), Quirk (Minor, Hates Dirt and Filth) | '''Hindrances:''' Heroic (Major), Vengeful (Minor), Quirk (Minor, Hates Dirt and Filth) | ||
'''Edges:''' Attractive, Arcane Background: Witchcraft | '''Edges:''' Attractive, Arcane Background: Witchcraft | ||
1 of 3 Wounds | 1 of 3 Wounds |
Revision as of 19:12, 2 February 2014
Gerhardt Reiniger
Dhampir (Valkenholm); Novice (0 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 at -1 to resist
Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6
Charisma: +5;
Pace: 7;
Parry: 7;
Toughness: 8 (3);
Power Points: 10;
Personal Resource Die: d8
Stage 1 Acceptance: +1 Pace, +1 Charisma, -1 to all rolls while in sunlight
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
"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
Six shot packets
2 weeks of food and water
Assorted adventuring gear
Hindrances: Heroic (Major), Vengeful (Minor), Quirk (Minor, Hates Dirt and Filth)
Edges: Attractive, Arcane Background: Witchcraft
1 of 3 Wounds
0 of 2 Fatigue Levels
3 of 3 Bennies (Soak Wounds, remove Shaken)