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] | ||
+ | |||
+ | '''Cassie Blackburn'''</br> | ||
+ | |||
+ | '''Attrbutes''' | ||
+ | Agility d8</br> | ||
+ | Smarts d6</br> | ||
+ | Spirit d4</br> | ||
+ | Strength d8</br> | ||
+ | Vigor d6</br> | ||
+ | |||
+ | Bennies: 3</br> | ||
+ | |||
+ | '''Skills'''</br> | ||
+ | Athletics (Ag) d8</br> | ||
+ | Common Knowledge (Sm) d4</br> | ||
+ | Notice (Sm) d6</br> | ||
+ | Persuasion (Sp) d4</br> | ||
+ | Stealth (Ag) d8</br> | ||
+ | Fighting (Ag) d8</br> | ||
+ | Survival (Sm) d4</br> | ||
+ | Thievery (Ag) d6</br> | ||
+ | Riding d4</br> | ||
+ | |||
+ | '''Pace''': 6</br> | ||
+ | '''Parry''': 6</br> | ||
+ | '''Toughness''': 3</br> | ||
+ | |||
+ | '''Hindrances'''</br> | ||
+ | Vow (Minor): Do not feed from the innocent.</br> | ||
+ | Outsider (Minor): -2 from Persuasion rolls.</br> | ||
+ | |||
+ | '''Edges'''</br> | ||
+ | Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.</br> | ||
+ | |||
+ | '''Gear'''</br> | ||
+ | Knife (Str+d4) X2 ($50)</br> | ||
+ | Binoculars ($100)</br> | ||
+ | Canteen x2 ($10)</br> | ||
+ | Goggles $40</br> | ||
+ | Compass $50</br> | ||
+ | Map, local: $50</br> | ||
+ | Backpack $100</br> | ||
+ | Funds: $100</br> | ||
+ | |||
+ | ====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. |
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.