Difference between revisions of "Savage Worlds Accursed CharacterGerhardt"

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''Dhampir'' (Valkenholm); Novice (0 XP); Male
 
''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 at -1 to resist
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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;
 
Agility d8;
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Power Points: 10
 
Power Points: 10
  
Stage 1 Acceptance: +1 Pace, -1 to all rolls while in sunlight
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'''Stage 1 Acceptance''': +1 Pace, -1 to all rolls while in sunlight
  
 
Athletics d4
 
Athletics d4

Revision as of 14:09, 1 February 2014

Gerhardt Reiniger

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 at -1 to resist

Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6

Charisma +4; Pace 7; Parry 7; Toughness 8 (3); Power Points: 10

Stage 1 Acceptance: +1 Pace, -1 to all rolls while in sunlight

Athletics d4

Fighting d8

Gambling d4

Guts d6

Knowledge (Chemistry) d4

Notice d6

Persuasion d4

Riding d4

Shooting d6

Streetwise d4

Witchcraft 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

"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

Rapier - STR(d6)+d4; Parry +1

Flintlock Pistol - 5/10/20; 2d6+1; RoF 1; 2 actions to reload

Dagger - 3/6/12; STR(d6)+d4; RoF 1

A pure, white scarf symbolizing status as a White Witch

Six shot packets

2 weeks of food and water

Assorted adventuring gear


Hindrances: Heroic (Major), Vengeful (Minor), Vow (Minor, Destroy the Witches)

Edges: Attractive, Arcane Background: Witchcraft

Wounds -1* -2 -3 Incapacitated -2 -1 Fatigue

1 of 3 Wounds before Incapacitation

2 Fatigue Levels before Incapacitation

3 of 3 Bennies (Soak a Wound, remove Shaken, turn a new Wound into a Fatigue Level)