Editing Agent Frederick Holmes

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'''Pace''' 8 (d6+2), '''Parry''' 6, '''Toughness''' 12 (4)
 
'''Pace''' 8 (d6+2), '''Parry''' 6, '''Toughness''' 12 (4)
  
'''SKILLS''': Ahletics d8, Common Knowledge d6, Fighting d8, Focus d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
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'''SKILLS''': Ahletics d8, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
  
 
'''EDGES''': '''''Marksman''''' (Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first ''Athletics''/throwing or ''Shooting'' roll. Character may not move or fire greater than RoF 1), '''''Two Gun Kid''''' (Make one extra ''Shooting'' or ''Athletics''/throwing roll with a second ranged weapon in the off-hand at no Multi-Action penalty)
 
'''EDGES''': '''''Marksman''''' (Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first ''Athletics''/throwing or ''Shooting'' roll. Character may not move or fire greater than RoF 1), '''''Two Gun Kid''''' (Make one extra ''Shooting'' or ''Athletics''/throwing roll with a second ranged weapon in the off-hand at no Multi-Action penalty)
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'''VAMPIRE POWERS'''
 
'''VAMPIRE POWERS'''
*'''Hardy''': A second Shaken result in combat doesn’t cause a Wound. [2].
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*'''Hardy''' [2].
*'''Heightened Senses''': Infravion and Low-Light Vision. No penalties for Illumation [2].
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*'''Heightened Senses''': Infravion and Low-Light Vision [2].
 
*'''Melee Attack''' - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
 
*'''Melee Attack''' - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
 
*'''Leaping''': Horizontal 4", Long 8" base [2].
 
*'''Leaping''': Horizontal 4", Long 8" base [2].
*'''Mind Control''': ''Focus'' check vs. target within 12". Target can attempt a Spirits check (-2 if you got a Raise on ''Focus'' test) to resist (Leashed -2, Limited-Requires Eye Contact -1) [2].
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*'''Mind Control''' (Leashed -2, Limited-Requires Eye Contact -1) [2].
 
*'''Pace''': +2 to Pace and Running [2].
 
*'''Pace''': +2 to Pace and Running [2].
*'''Regeneration''': Every Hour (Limited- Requires to have drank a pint of blood in the last hour -2) [3].
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*'''Regeneration''' (Every Hour; Limited- Requires to have drank a pint of blood in the last hour -2) [3].
 
*'''Super Attributes''': Agility +1 step, Strength +3 steps [8].
 
*'''Super Attributes''': Agility +1 step, Strength +3 steps [8].
*'''Undead''': +2 to their Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out.[8].
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*'''Undead''' [8].
*'''Wall Walking''': can walk on horizontal surfaces at their normal Pace (and may run), or inverted surfaces at half Pace [1].
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*'''Wall Walking''' [1].
 
'''VAMPIRE BANES'''
 
'''VAMPIRE BANES'''
 
*'''Dependency''' (Blood) [-2]: Vampires are required to drink at least one pint of blood every day. Without the required blood, the vampire becomes Fatigued each day until Incapacitated. A day after that, they perish. Each pint of blood drank will instantly restores a level of Fatigue
 
*'''Dependency''' (Blood) [-2]: Vampires are required to drink at least one pint of blood every day. Without the required blood, the vampire becomes Fatigued each day until Incapacitated. A day after that, they perish. Each pint of blood drank will instantly restores a level of Fatigue
 
*'''Weakness''' (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.
 
*'''Weakness''' (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.

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