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); Male
  
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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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 at -1 to resist
 
 
 
 
Agility d8
 
 
 
Smarts d6
 
 
 
Spirit d8
 
 
 
Strength d6
 
  
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Agility d8;
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Smarts d6;
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Spirit d6;
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Strength d6;
 
Vigor d6
 
Vigor d6
  
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Charisma +4;
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Pace 7;
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Parry 7;
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Toughness 8 (3);
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Power Points: 10
  
Charisma: +5;
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'''Stage 1 Acceptance''': +1 Pace, -1 to all rolls while in sunlight
Pace: 7;
 
Parry: 8;
 
Toughness: 8 (3);
 
Power Points: 10/10
 
  
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Athletics d4
  
Money: 1000 Manreia duchats
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Fighting d8
  
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Gambling d4
  
'''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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Guts d6
  
'''Stage 2 Acceptance''': +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons
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Knowledge (Chemistry) d4
  
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Notice d6
  
Athletics [Agility] d4
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Persuasion d4
  
Fighting [Agility] d8
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Riding d4
  
Gambling [Smarts] d4
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Shooting d6
  
Guts [Spirit] d6
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Streetwise d4
  
Knowledge (Chemistry) [Smarts] d4
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Witchcraft d6
 
 
Notice [Smarts] d6
 
 
 
Persuasion [Spirit] d4
 
 
 
Riding [Agility] d4
 
 
 
Shooting [Agility] d6
 
 
 
Streetwise [Smarts] d4
 
 
 
Witchcraft [Spirit] d6
 
  
  
 
'''Spells'''
 
'''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.
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"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
  
"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
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"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
  
  
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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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A pure, white scarf symbolizing status as a White Witch
  
4 shot packets
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Six shot packets
  
 
2 weeks of food and water
 
2 weeks of food and water
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Assorted adventuring gear
 
Assorted adventuring gear
  
 
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'''Hindrances:''' Heroic (Major), Vengeful (Minor), Vow (Minor, Destroy the Witches)
'''Hindrances:''' Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), Vow (Minor, Destroy the Witches)
 
 
 
  
 
'''Edges:''' Attractive, Arcane Background: Witchcraft
 
'''Edges:''' Attractive, Arcane Background: Witchcraft
  
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1 of 3 Wounds before Incapacitation
  
0 of 3 Wounds
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0 of 2 Fatigue Levels before Incapacitation
 
 
0 of 2 Fatigue Levels
 
 
 
0 of 3 Bennies (Soak Wounds, remove Shaken)
 
 
 
 
 
'''Advances'''
 
  
5 XP: Spirit d8
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3 of 3 Bennies (Soak a Wound, remove Shaken)

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