Difference between revisions of "Cassie Blackburn"

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Back to the WIKI[https://wiki.rpg.net/index.php/AfterTheBomb.Setting]
 
Back to the WIKI[https://wiki.rpg.net/index.php/AfterTheBomb.Setting]
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'''Cassie Blackburn'''</br>
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'''Attrbutes'''
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Agility d8</br>
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Smarts d6</br>
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Spirit d4</br>
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Strength d8</br>
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Vigor d6</br>
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Bennies: 3</br>
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'''Skills'''</br>
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Athletics (Ag) d8</br>
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Common Knowledge (Sm) d4</br>
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Notice (Sm) d6</br>
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Persuasion (Sp) d4</br>
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Stealth (Ag) d8</br>
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Fighting (Ag) d8</br>
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Survival (Sm) d4</br>
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Thievery (Ag) d6</br>
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Riding d4</br>
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'''Pace''': 6</br>
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'''Parry''': 6</br>
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'''Toughness''': 3</br>
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'''Hindrances'''</br>
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Vow (Minor): Do not feed from the innocent.</br>
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Outsider (Minor): -2 from Persuasion rolls.</br>
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'''Edges'''</br>
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Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.</br>
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'''Gear'''</br>
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Knife (Str+d4) X2 ($50)</br>
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Binoculars ($100)</br>
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Canteen x2 ($10)</br>
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Goggles $40</br>
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Compass $50</br>
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Map, local: $50</br>
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Backpack $100</br>
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Funds: $100</br>
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====MUTANT VAMPIRE TRAITS====
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''+1 Bite'' (1): The race has fangs that cause Strength +d4 damage.
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''+1 Infravision'' (1): The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings).
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''+1 Low Light Vision'' (1): The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
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''+2 Hardy'' (1): A second Shaken result in combat does not cause a Wound.
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''+3 Regeneration'' (1): The being heals damage quickly. She may make a natural healing roll once per day (rather than every five days). For 3 points, permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).
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''-2 Dependency (Blood)'' (1): The race must consume blood once every 24 hours. Without blood, a character becomes Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
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''-1 Environmental Weakness'' (U): The race suffers a –4 penalty to resist (Bright Sunlight). If the being suffers an attack based on that form, the penalty acts as a bonus to damage.
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''-1 Distinctive Appearance'' (1): Unnaturally pale and deathly looking skin, slit-pupil eyes with red pupils, long fangs.

Revision as of 09:06, 26 October 2021

Back to the WIKI[1]

Cassie Blackburn

Attrbutes Agility d8
Smarts d6
Spirit d4
Strength d8
Vigor d6

Bennies: 3

Skills
Athletics (Ag) d8
Common Knowledge (Sm) d4
Notice (Sm) d6
Persuasion (Sp) d4
Stealth (Ag) d8
Fighting (Ag) d8
Survival (Sm) d4
Thievery (Ag) d6
Riding d4

Pace: 6
Parry: 6
Toughness: 3

Hindrances
Vow (Minor): Do not feed from the innocent.
Outsider (Minor): -2 from Persuasion rolls.

Edges
Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.

Gear
Knife (Str+d4) X2 ($50)
Binoculars ($100)
Canteen x2 ($10)
Goggles $40
Compass $50
Map, local: $50
Backpack $100
Funds: $100

MUTANT VAMPIRE TRAITS

+1 Bite (1): The race has fangs that cause Strength +d4 damage. +1 Infravision (1): The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings). +1 Low Light Vision (1): The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness). +2 Hardy (1): A second Shaken result in combat does not cause a Wound. +3 Regeneration (1): The being heals damage quickly. She may make a natural healing roll once per day (rather than every five days). For 3 points, permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).

-2 Dependency (Blood) (1): The race must consume blood once every 24 hours. Without blood, a character becomes Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue. -1 Environmental Weakness (U): The race suffers a –4 penalty to resist (Bright Sunlight). If the being suffers an attack based on that form, the penalty acts as a bonus to damage. -1 Distinctive Appearance (1): Unnaturally pale and deathly looking skin, slit-pupil eyes with red pupils, long fangs.