Difference between revisions of "Savage Worlds Accursed CharacterGerhardt"

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(Created page with "'''Gerhardt Reiniger''' Dhampir (Valkenholm); Novice (0 XP) Male Racial Package: +2 Charisma, d6 starting Agility, d6 starting Notice, Low Light Vision, +4 damage from wood...")
 
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'''Gerhardt Reiniger'''
 
'''Gerhardt Reiniger'''
  
Dhampir (Valkenholm); Novice (0 XP)
+
''Dhampir'' (Valkenholm); Novice (0 XP)
 
 
 
Male
 
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
 
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;
 
+
Smarts d6;
Smarts d6
+
Spirit d6;
 
+
Strength d6;
Spirit d6
 
 
 
Strength d6
 
 
 
 
Vigor d6
 
Vigor d6
  

Revision as of 19:07, 29 January 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 to resist

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

Charisma +4

Parry 7

Toughness 8 (3)

Athletics d4

Fighting d8

Gambling d6

Guts d6

Knowledge (Chemistry) d4

Notice d6

Persuasion d6

Riding d4

Shooting d6

Streetwise d4

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

Six shot packets

2 weeks of food and water

Assorted adventuring gear


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

Edges: Attractive, Call the Blood (Makes a target Neutral or Friendly to you before a Persuasion roll)

3 Wounds Before Incapacitation

2 Fatigue Levels Before Incapacitation

3 Bennies (Soak a Wound, retry an action)