Difference between revisions of "Savage Worlds Accursed CharacterGerhardt"

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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, once per scene
 
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
  
Agility d8;
+
 
Smarts d6;
+
Agility d8
Spirit d8;
+
 
Strength d6;
+
Smarts d6
 +
 
 +
Spirit d8
 +
 
 +
Strength d6
 +
 
 
Vigor d6
 
Vigor d6
  
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A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch
 
A pure white scarf with the 'holy' Witchcraft symbol showing status as a White Witch
  
Five shot packets
+
4 shot packets
  
 
2 weeks of food and water
 
2 weeks of food and water
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0 of 3 Bennies (Soak Wounds, remove Shaken)
 
0 of 3 Bennies (Soak Wounds, remove Shaken)
 +
 +
 +
'''Advances'''
 +
 +
5 XP: Spirit d8

Latest revision as of 08:37, 1 April 2014

Gerhardt Reiniger

Dhampir (Valkenholm); Novice (5 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


Agility d8

Smarts d6

Spirit d8

Strength d6

Vigor d6


Charisma: +5; Pace: 7; Parry: 8; Toughness: 8 (3); Power Points: 10/10


Money: 1000 Manreia duchats


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

Stage 2 Acceptance: +1 Parry, Habit (Major, Drink Blood), x2 damage from wooden weapons


Athletics [Agility] d4

Fighting [Agility] d8

Gambling [Smarts] d4

Guts [Spirit] d6

Knowledge (Chemistry) [Smarts] d4

Notice [Smarts] d6

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

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 with the 'holy' Witchcraft symbol showing status as a White Witch

4 shot packets

2 weeks of food and water

Assorted adventuring gear


Hindrances: Vengeful (Major), Quirk (Minor, Hates Dirt and Filth), 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)


Advances

5 XP: Spirit d8