Editing Savage Worlds Accursed CharacterGerhardt

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'''Gerhardt Reiniger'''
 
'''Gerhardt Reiniger'''
  
''Dhampir'' (Valkenholm); Novice (5 XP); Male
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Dhampir (Valkenholm); Novice (0 XP)
  
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): Spirit roll to resist, once per scene
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Male
  
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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 - Spirit roll to resist
  
 
Agility d8
 
Agility d8
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Smarts d6
 
Smarts d6
  
Spirit d8
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Spirit d6
  
 
Strength d6
 
Strength d6
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Vigor d6
 
Vigor d6
  
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Charisma +4
  
Charisma: +5;
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Parry 7
Pace: 7;
 
Parry: 8;
 
Toughness: 8 (3);
 
Power Points: 10/10
 
  
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Toughness 8 (3)
  
Money: 1000 Manreia duchats
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Athletics d4
  
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Fighting d8
  
'''Stage 1 Acceptance''': +1 Pace; +1 Charisma; -2 to all rolls while in direct sunlight (negated by deep shade, being indoors or underground); -2 to resist drinking fresh blood
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Gambling d6
  
'''Stage 2 Acceptance''': +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons
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Guts d6
  
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Knowledge (Chemistry) d4
  
Athletics [Agility] d4
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Notice d6
  
Fighting [Agility] d8
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Persuasion d6
  
Gambling [Smarts] d4
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Riding d4
  
Guts [Spirit] d6
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Shooting d6
  
Knowledge (Chemistry) [Smarts] d4
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Streetwise d4
  
Notice [Smarts] d6
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Equipment
 
 
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. Targets hit by this spell must roll a d6 - on a 6 they are set aflame. Very flammable targets, such as scarecrows or targets covered in hair or fur catch fire on a 4 - 6.
 
 
 
"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
 
Reinforced Greatcoat - Armor +3, covers T, L, A
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Dagger - 3/6/12; STR(d6)+d4; RoF 1
 
Dagger - 3/6/12; STR(d6)+d4; RoF 1
  
A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch
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Six shot packets
 
 
4 shot packets
 
  
 
2 weeks of food and water
 
2 weeks of food and water
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'''Hindrances:''' Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), Vow (Minor, Destroy the Witches)
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Hindrances: Heroic (Major), Vengeful (Minor), 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)
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Edges: Attractive, Call the Blood (Makes a target Neutral or Friendly to you before a Persuasion roll)
  
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3 Wounds Before Incapacitation
  
'''Advances'''
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2 Fatigue Levels Before Incapacitation
  
5 XP: Spirit d8
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3 Bennies (Soak a Wound, retry an action)

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