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]
  
 +
== Name ==
 
'''Cassie Blackburn'''</br>
 
'''Cassie Blackburn'''</br>
  
'''Attrbutes'''
+
== Race ==
Agility d8</br>
+
 
Smarts d6</br>
+
Nightstalker (''Homo Sapiens Vampiricus'')
Spirit d4</br>
+
 
Strength d8</br>
+
====Positive Traits====
Vigor d6</br>
+
*''Bite'': The race has fangs that cause Strength +d4 damage.
 +
*''Infravision'': The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings).</br>
 +
*''Low Light Vision'': The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).</br>
 +
*''Hardy'': A second Shaken result in combat does not cause a Wound.</br>
 +
*''Regeneration'': 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).</br>
 +
*''Attribute Increase'': Strength is increased one die type to d6. The Trait's maximum is increased by one as well.
 +
*''Skill Bonus (Notice)'': Enhanced senses give Cassie a +2 to her Notice rolls.
 +
====Negative Traits====
 +
*''Dependency (Blood)'': 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.</br>
 +
*''Environmental Weakness'': 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.</br>
 +
*''Distinctive Appearance'': Unnaturally pale and deathly looking skin, slit-pupil eyes with red pupils, long fangs.</br>
 +
 
 +
== Attrbutes ==
 +
*''Agility'' d8</br>
 +
*''Smarts'' d6</br>
 +
*''Spirit'' d4</br>
 +
*''Strength'' d8</br>
 +
*''Vigor'' d6</br>
  
 
Bennies: 3</br>
 
Bennies: 3</br>
  
'''Skills'''</br>
+
== Skills ==
Athletics (Ag) d8</br>
+
*''Athletics (Ag)'' d8</br>
Common Knowledge (Sm) d4</br>
+
*''Common Knowledge (Sm)'' d4</br>
Notice (Sm) d6</br>
+
*''Notice (Sm)'' d6</br>
Persuasion (Sp) d4</br>
+
*''Persuasion (Sp)'' d4</br>
Stealth (Ag) d8</br>
+
*''Stealth (Ag)'' d8</br>
Fighting (Ag) d8</br>
+
*''Fighting (Ag)'' d8</br>
Survival (Sm) d4</br>
+
*''Survival (Sm)'' d4</br>
Thievery (Ag) d6</br>
+
*''Thievery (Ag)'' d6</br>
Riding d4</br>
+
*''Riding (Ag)'' d4</br>
  
 +
====DERIVED STATS====
 
'''Pace''': 6</br>
 
'''Pace''': 6</br>
 
'''Parry''': 6</br>
 
'''Parry''': 6</br>
 
'''Toughness''': 3</br>
 
'''Toughness''': 3</br>
  
'''Hindrances'''</br>
+
== Hindrances ==
Vow (Minor): Do not feed from the innocent.</br>
+
*''Vow (Minor)'': Do not feed from the innocent.</br>
Outsider (Minor): -2 from Persuasion rolls.</br>
+
*''Outsider (Minor)'': -2 from Persuasion rolls.</br>
  
'''Edges'''</br>
+
== Edges ==
Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.</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>
+
== Gear ==
 
Knife (Str+d4) X2 ($50)</br>
 
Knife (Str+d4) X2 ($50)</br>
 
Binoculars ($100)</br>
 
Binoculars ($100)</br>
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Backpack $100</br>
 
Backpack $100</br>
 
Funds: $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 12:07, 26 October 2021

Back to the WIKI[1]

Name

Cassie Blackburn

Race

Nightstalker (Homo Sapiens Vampiricus)

Positive Traits

  • Bite: The race has fangs that cause Strength +d4 damage.
  • Infravision: The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings).
  • Low Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
  • Hardy: A second Shaken result in combat does not cause a Wound.
  • Regeneration: 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).
  • Attribute Increase: Strength is increased one die type to d6. The Trait's maximum is increased by one as well.
  • Skill Bonus (Notice): Enhanced senses give Cassie a +2 to her Notice rolls.

Negative Traits

  • Dependency (Blood): 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.
  • Environmental Weakness: 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.
  • Distinctive Appearance: Unnaturally pale and deathly looking skin, slit-pupil eyes with red pupils, long fangs.

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 (Ag) d4

DERIVED STATS

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