Dr. Peter Grant (Wampyre)

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Peter
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Joined: Mon Feb 11, 2019 8:08 pm

Dr. Peter Grant (Wampyre)

Post by Peter »

Character Sheet

Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Character Name Dr. Peter Gainsberg
Rank: Seasoned Advances:: 8 Advances Left:
Race: Human
Iconic Framework: Wampyre
Attributes: Agility d8 (1), Smarts d8 (2), Spirit d12 (2, Hindrances), Strength d6, Vigor d6
Charisma: 0; Pace: 8 (d10 running die); Parry: 6 (½ Fighting +2); Toughness: 5(½ Vigor+2 plus armor); Strain: 0

Skills:
  • Academics (Sm) D6 2
  • Athletics (Ag) D4
  • Common Knowledge (Sm) D6 1
  • Fighting (Ag) D8 3
  • Intimidation (Sp) D4 1
  • K/Nightlands (Sm) D8 1
  • Notice (Sm) D8 1
  • Occult (Sm) D8 +2
  • Persuasion (Sp) D6 1
  • Psionics (Sm) D8 (I.F.) 1
  • Research D6 3
  • Stealth (Ag) D6

Hindrances
  • Hindrance (Major): Driven (Destroy the Ba’al and their minions)
  • Hindrance (Minor): Cautious
  • Hindrance (Minor): Ruthless

Edges

Edges:
  • Edge: AB: Psionics (I.F.)
  • Edge: Alertness
  • Edge: Charismatic (Hindrances)
  • Edge: Scholar (Occult)
  • Edge: Power Points (x2)
  • Edge: New Power (Puppet, Sloth/Speed)
  • Edge: Tolerance
  • Edge: New Power (Protection, Boost/Lower Trait)


Powers
Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 5/1 Hr

Empathy [Empathy] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power

Trapped Power Name [Mind Reading] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power

Trapped Power Name [Puppet] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power

Predatory Speed [Sloth/Speed] (2 ISP) [Seasoned]

Range: Smarts

Duration: 5

Trapping: Peter calls upon the power in his blood

QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).

Limitations: Self only. Speed Only.


Predatory Instincts [Boost/Lower Trait] 2 ISP Cost) [Novice]

Range: Smarts

Duration: 5

Trapping: Peter calls upon the power in his blood


Limitations: Self only. Speed Only.


Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item:
Foldable pocket knife
Throwaway Cell Phone
2010 Toyota Rav 4

Contacts




Iconic Framework

Wampyres
Occasionally a mortal will be attacked by a Vampire, but not fully transform into a creature of Darkness. See Wampyres in Nightbane RPG for details. Wampyres begin with 4 Advances. (29-4=25)
  • Alertness: Wampyres begin with the Alertness Edge
  • Arcane Background (Psionics): Wampyres are psionic by nature and begin with 3 powers and Psionics d6.
  • Limited Invulnerability: Wampyres are not invulnerable like their sires, but they are highly resistant to damage from metal taking only half damage and receiving +4 armor from attacks based on metal (except silver).
  • Low Light vision; Wampyres ignore penalties for Dim and Dark lighting.
  • Regeneration: Wampyres bio regenerate and may make natural healing rolls once per day. In addition they have access to Improved Regeneration and Fast Regeneration.
  • Sense Vampire: Wampyres can detect vampires (and other Wampyres) up to smarts x2. If masked by conceal arcana, the Wampyre opposes it with his Notice skill.
  • Sire’s Speed: Wampyre player characters start with a d6 in Agility, and Pace 8” with a d10 running die. In addition, their supernatural nature means these attributes have no limit. If the Wampyre takes Fleet Footed, their pace is increased an additional +2 and their running die is increased to d12. Unlike most characters, there is no limit to the number of times a Wampyre can take Fleet Footed (though for each additional selection of Fleet Footed, they gain only the +2 to their Pace; their running die cannot increase above a d12).
  • Sire’s Strength: Wampyre player characters start with a d6 in Strength and Vigor. In addition, their supernatural nature means these attributes can be raised to d12+2. (See Vampiric edges.)
  • Weakness (Hunger): Wampyres require about a pint of blood every 3 days or they suffer hunger, fatigue, and frenzy. On the fourth day without eating the suffers 1 fatigue, and an additional fatigue every day thereafter until they eat. In addition beginning on the fourth day the Wampyre must make a Spirit roll to resist attacking and feeding at the sight or smell of blood.
  • Weakness (Sunlight): Wampyres don’t catch fire like vampires, but they do find it extremely uncomfortable. Wampyres must roll Vigor or take a wound every minute exposed to sunlight. In addition all trait rolls made in sunlight are made at –2. (See tolerance edges.)




Advances
  • Initial Advances: (From Hindrances):Edge (Charismatic), Raise Spirit
  • Novice 1 Advance: Edge: Scholar (Occult)
  • Novice 2 Advance: Raise K/Ba’al to D6 Raise Occult to D6
  • Novice 3 Advance: Edge: Power Points
  • Seasoned 1 Advance: Raise K/Ba’al to D8 Raise Occult to D8
  • Seasoned 2 Advance: Edge: Power Points
  • Seasoned 3 Advance: Edge: Tolerance
  • Seasoned 4 Advance: Edge: Raise Spirit to 12
  • Veteran 1 Advance: Edge: New Powers (Puppet, Sloth/Speed)
  • Veteran 2 Advance:Edge: New Power (Boost/Lower Trait, Protection)
  • Veteran 3 Advance: Increase Stealth and Notice
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Name: Peter
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Dark Tidings

Wounds: 0
Fatigue: 0
ISP: 15 of 15
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Dr. Peter Grant (Wampyre)

Post by Ndreare »

I am moving this old version to archive
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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