Savage Worlds Accursed CharacterGerhardt: Difference between revisions
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''Dhampir'' (Valkenholm); Novice (5 XP); Male | ''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): | 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): Benny to resist | ||
Agility d8; | Agility d8; | ||
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'''Stage 1 Acceptance''': +1 Pace; +1 Charisma; - | '''Stage 1 Acceptance''': +1 Pace; +1 Charisma; -2 to all rolls while in direct sunlight (negated by body-covering heavy clothing, deep shade, being indoors or underground) | ||
'''Stage 2 Acceptance''': +1 Parry, double damage from wooden weapons, cannot survive on a diet that does not include fresh blood | '''Stage 2 Acceptance''': +1 Parry, double damage from wooden weapons, cannot survive on a diet that does not include fresh blood |
Revision as of 02:04, 31 March 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): Benny to resist
Agility d8; Smarts d6; Spirit d8; Strength d6; Vigor d6
Charisma: +5;
Pace: 7;
Parry: 8;
Toughness: 8 (3);
Power Points: 7/10
Money: 1000 Manreia duchats
Stage 1 Acceptance: +1 Pace; +1 Charisma; -2 to all rolls while in direct sunlight (negated by body-covering heavy clothing, deep shade, being indoors or underground)
Stage 2 Acceptance: +1 Parry, double damage from wooden weapons, cannot survive on a diet that does not include fresh blood
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
Five 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)