Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

Monday, 4 November 2013

Gerald

Vampire Guardian of the Holy Grail
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Investigation d8, Knowledge(Religon) d8, Notice d8, Persuasion d12, Shooting d8, Throwing d10  
Pace: 6; Parry: 7; Toughness: 11

Edges: Champion, Command, Improved Counterattack, Dodge, Inspire, Level Headed, Jack of All Trades, Quick, Noble.

Special Abilities:  
• Change Form: As an action, a vampire can change into a wolf or bat with a Smarts roll at –2. Changing back into humanoid form requires a Smarts roll.  
• Charm: Vampires can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
• Children of the Night: Gerard has the ability to summon and control
wolves. This requires an action and a Smarts roll at –2. If successful, 1d6
wolves come from the surrounding wilds in 1d6+2 rounds.
 
• Fangs: Str +d4.
• Flight: Flying Pace of 8". 
• Improved Frenzy: Vampires may make two attacks per round without penalty.  
• Infravision: Halves penalties for poor light vs.warm targets.  
• Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.  
• Sire: Anyone slain by a vampire rises as a vampire themselves in 1d4 days if they make a successful vigor check.  
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the heart—see below). No wound penalties.  
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct sunlight. After that they suffer 2d10 damage per round until they are dust. Armor does not protect.  
• Weakness (Holy Symbol): A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed test of Spirit.  
• Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see above).  
• Weakness (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.  
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–4) must make a Vigor roll versus the damage total. If successful, it takes damage normally. If it fails, it disintegrates to dust. 
• Weather Control: Gerard can control the weather. With a successful
Smarts roll, he summons a terrible storm, typified by dark skies and lashing rain. The downpour reduces visibility (treat as Dark for lighting penalties), extinguishes most normal fires within 1d10 rounds, and only volatile materials have a random chance of igniting from fire-based attacks.
Storm conditions inflict a –1 penalty to most actions due to slipping, difficulty hearing, strong winds, and so on. Gerard mostly uses this to arrange for dramatic crashes of thunder to emphasise important points of conversation and to keep his lawn watered.


Gear: Longsword (Str+d8), Holy Grail (A Vampire who regularly drinks from the Holy Grail is Immune to Sunlight, Holy Symbols and Holy Water, but loses their Invulnerability. The Holy Grail has Arcane Background(Super) and Greater healing d12.)

"No, I do not want a copy of the Watchtower."

Tuesday, 9 July 2013

Naomi

Female Vampire
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Spellcasting d8
Pace: 6; Parry: 5; Toughness: 8

Edges: Arcane Background(Magic)
Spells: (10 Power Points) Beast Friend,  Puppet, Zombie

Special Abilities:
• Claws:
Str+d6.
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and  poison; does not suffer wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
• Weakness (Threshold): Vampires cannot enter private property unless invited.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–6) using a wooden weapon must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust. While  many vampires can be destroyed this way, a few can reform if the stake is ever removed.
•Shapechange: As an Action the vampire may a Spellcasting Test and on a success transform into a swarm of bats.

"Listen to the music of the night"

Thursday, 13 June 2013

Judas Bloodspire

Vampire
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d12, Investigation d8, Notice d8, Shooting d8, Throwing d8
Pace: 6; Parry: 7; Toughness: 10

Edges: Assassin, Beast Bond, Command, Dodge, Fervour, Level Headed, Jack of All Trades, Quick, Noble.

Special Abilities:
• Change Form: As an action, a vampire can change into a wolf or bat with a Smarts roll at –2. Changing back into humanoid form requires a Smarts roll.
• Charm: Vampires can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
• Bare Tailed Margrave: Judas has the ability to summon and control rats. This requires an action and a Smarts roll at –2. If successful, 1d6 Rat Swarms or Rodents of Unusual Size come from the surrounding wilds in 1d6+2 rounds.
• Fangs: Str +d4.
• Improved Frenzy: Vampires may make two attacks per round without penalty.
• Infravision: Halves penalties for poor light vs.warm targets.
• Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
• Sire: Anyone slain by a vampire rises as a vampire themselves in 1d4 days if they make a successful vigor check.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the heart—see below). No wound penalties.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct sunlight. After that they suffer 2d10 damage per round until they are dust. Armor does not protect.
• Weakness (Holy Symbol): A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed test of Spirit.
• Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see above).
• Weakness (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–4) must make a Vigor roll versus the damage total. If successful, it takes damage
normally. If it fails, it disintegrates to dust.

Gear: Longsword (Str+d8)

"My vassals watch and listen, and they are everywhere."