James Black - (dual role, Rob)

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Jimmy Black
Posts: 18
Joined: Tue Feb 18, 2020 9:09 am

James Black - (dual role, Rob)

Post by Jimmy Black »

Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6 (1)
  • Common Knowledge d6 (1)
  • Fighting d4 (1)
  • Notice d8 (2)
  • Occult d10 (4)
  • Persuasion d6 (1)
  • Psionics d10 (2)
  • Shooting d6 (2)
  • Stealth d6 (1)
Hindrances
  • Vengeful (Major): The adventurer seeks payback for slights against her. As a Major Hindrance, he will cause physical harm to get it.
  • Bloodthirsty (Major): Never takes prisoners.
  • Small (Minor): size -1
Edges
  • Psionics 12 - Second Nature (HJ): successful use of puppet automatically gains the raise effect.
  • Psionics 14-15 - Mentalist (HJ): Mentalists add +2 to opposed Psionics rolls, whether they are using their powers against a foe or defending against a rival.
  • Thrall (Free Human): permanent puppet effect on those incapacitated by bite.
  • Major Psionic (Hindrance): double ISP, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psionic (Hindrance): gains access to mega trappings for psionics
  • New Powers (Novice 1): gains two new psionic powers.
Racial Abilities
  • Arcane Background (Psionics): Heroic Vampires begin with three powers from the list above, 10 ISP, and a d6 Psionics skill.
  • Bite: While in his True Vampire Form (see below), a Heroic Vampire may bite a grappled target for Str+2d4 Mega Damage, AP12. Shaken or Wounded victims must check Vigor or suffer a level of Fatigue.
  • Change Form: With an action and a Psionics roll vampires can shape change into a wolf or bat (or change back again). While transformed, they retain their Fast Regeneration, Immunities, Invulnerability, and Perfect Night Vision.
  • Claws: Str+d6 Mega Damage, AP 6 in True Vampire Form (see below).
  • Fast Regeneration: Heroic Vampires make a Vigor roll every round to heal damage—even after being “killed.” A success heals one Wound, two with a raise. Silver or wood in the heart, sunlight and holy water (see below) bypass this ability.
  • Immunities: Vampires are immortal and ignore Poison, Disease, Fire, Cold, Radiation, and virtually all other sources of mundane damage or negative effects. They need no food or water (only blood, the lack of which drives them insane).
  • Invulnerable: Attacks—even those causing Mega Damage—which don't use one of the Heroic Vampire's vulnerabilities can only Shake them. If hit by a Boom Gun he recovers in an instant, unless the Glitter Boy was using silver flechettes.
  • Mist Form: With an action and a Psionics roll at −2, a Heroic Vampire can turn into a cloud of mist. Any items carried or worn transform along with the vampire. As per intangibility, non-magical attacks and weapons pass straight through the vampire, but it is unable to attack, communicate, or use powers while in mist form. The vampire floats above the ground at normal Pace, unaffected by Difficult Ground. It can seep through openings not sealed with Full Environment Protection; but cannot become corporeal within someone or something without room for its physical form.
  • Perfect Night Vision: Heroic Vampires ignore all Illumination penalties.
  • Strength of the Damned: Gain +2 die types to Strength and Vigor.
  • Undead: Gain +2 to Toughness and to recover from being Shaken, ignore 1 point of Wound penalties, and Called Shots do no extra damage (exceptions noted below).
  • True Vampire Form: Assuming this form is a free action, but to resume the disguise the must check Psionics as an action.

Iconic Complication
  • Cybernetics: Their necrotized tissue is incompatible with cybernetics.
  • Feed: Vampires must drink at least a pint of fresh human, mutant, or D-Bee blood per day. Treat this like the Habit (Major) Hindrance. Incapacitation results in the vampire succumbing to his blood lust, becoming a villain under the GM’s control.
  • Denial or Destruction: Vampires who rebel against their masters fall into two psychological profiles: those who hope they can regain or retain their souls, and those who embrace their curse and hunt the undead. Begin with either Delusional (Minor—Return to former life) or Death Wish (Minor—Destroy all vampires).
  • Magic: While a Heroic Vampire may take Arcane Background (Magic) and Spellcasting at character creation—reflecting training received before he endured the Slow Kill—becoming a vampire severs the hero from their connection to magic, disallowing them from improving the Spellcasting skill, learning new magical powers, or purchasing additional magic-related Edges.
  • Supernatural Evil: Once their nature is discovered, Vampires suffer a −2 Persuasion penalty. Reactions start out two steps worse than usual, and those unfamiliar with the hero or sworn to destroy evil may attack on sight. Heroic Vampires register as supernatural evil to friends and foes.
  • Weakness (Decapitation and Burning): Vampires Incapacitated via silver or wood (see below) become vulnerable to normal damage and fire. Only once they have been decapitated, the head and body burned in separate pyres, and the ashes scattered, are they destroyed.
  • Weakness (Garlic and Wolf’s Bane): Heroic Vampires must make a Spirit check to cross a threshold protected by these herbs, and attack at −2 to bite anyone wearing either herb.
  • Weakness (Holy): The holy symbols of any religion that reveres goodness and light over dark hold vampires at bay. Vampires must win an opposed Spirit check to attack. With a successful Touch Attack (Fighting +2), the holy symbol causes 3d4 fire damage to the vampire, who must check Fear. Holy attacks can damage Vampires but not destroy them.
  • Weakness (Magic and Psionics): Vampires can be affected and harmed by magic and psionics, but all effects are halved and they cannot be destroyed unless the power is Trapped with water or sunlight (wood/silver deal full damage). Magic weapons can damage them but have the same restrictions. A sunlight Trapping on light does no damage but the fiends cannot enter the area of effect and any within must leave.
  • Weakness (Silver and Wood): Silver objects burn for 3d4 fire damage, and Vampires suffer +4 damage from purely wooden or silver weapons, or a combination of the two. A successful Called Shot to the heart (−4) forces vampires to make a Vigor check against the damage total. If successful, they suffer damage normally and are Stunned; if they fail, they are Incapacitated, enter a stasis-like state, and become vulnerable to all normal sources of damage. However, the vampire is not destroyed, see Weakness (Decapitation and Burning) above.
  • Weakness (Sunlight): Vampires suffer an automatic level of Fatigue during daylight hours and catch fire if any part of them is exposed to sunlight (clothing doesn't help, they must be completely shielded). A vampire's Pace is 2 and their powers don't work while exposed to sunlight—they burn for 2d10 damage every round they are exposed and vampires Incapacitated this way are destroyed by turning to ash.
  • Weakness (Supernatural Attacks): Vampires can be damaged by the natural attacks of other vampires, werebeasts, demons, and supernatural beings. However, they are not destroyed unless a Weakness is used.
  • Weakness (Water): Vampires have a phobia of bodies of water and cannot cross them (even if flying) unless there is a physical bridge, and even then must check Fear at −4. Holy or natural bodies of water damage them like acid. Immersing vampires (in a waterfall, flash flood, pond, river, lake, sea) deals 3d10 damage a round. Holy water is blessed with the Faith skill as an action. Small sources of holy water (a bucket, a squirt gun) do 1d10 damage, medium sources (a hose, a “super soaker”) deal 2d10, and large sources (a fire hose) deal 3d10. Vampires Incapacitated this way melt into slime and are destroyed.
Jimmy Black (Rob T)
Jimmy - James Black
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Jimmy Black
Posts: 18
Joined: Tue Feb 18, 2020 9:09 am

Re: James Black - Vampire Thrall Collector

Post by Jimmy Black »

Powers
Heroic Vampires choose from the following list (Rank permitting): banish, boost Trait*, deflection, detect/conceal arcana*, divination, farsight*, fear, healing, mind link, mind reading, mind wipe, puppet, relief, slumber, smite*, speak language*, speed*, and wall walker*. Heroic Vampires activate Psionic powers as Innate Abilities.

Arcane Background (Psionics)
ISP: 20 Recovery: 5/hour
Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed
Jimmy Black (Rob T)
Jimmy - James Black
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Jimmy Black
Posts: 18
Joined: Tue Feb 18, 2020 9:09 am

Re: James Black - Vampire Thrall Collector

Post by Jimmy Black »

Background
Life on the streets of Merc Town was always a little hard. Going from one job to another, doing what you have to to get buy, and hoping the next guy does not kill you gets old. When Jimmy was working on a simple job, he only had one task. Keep an eye out for the crew. But the job did not go well, in no time he found himself looking into the eyes of a woman with such a beautiful smile.

Marissa took him in after changing him, enthralling him and using him as an agent. She liked having another vampire as a pet. But eventually she was too bold and some arrogant cyber-knights killed her. Killing the cyber-knights was tough, but it cost Jimmy an arm that took days to grow back. After that Jimmy started looking for new partners, people more willing to protect each other, and with some sense of loyalty.

No longer a sickly kid without enough to eat. Jimmy likes being the bully and being able to get revenge of those who screwed with him in the past.

Jimmy does not like the idea of being hunted and perpetually focuses on maintaining his exalted conceal arcana whenever he is awake. Having been found more than once by hunters, Jimmy hates the risk and plans to live forever. He likewise maintains the illusion of just being a master psionic, so when people see his psionic strength they assume that the source of his power.
Jimmy Black (Rob T)
Jimmy - James Black
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Jimmy Black
Posts: 18
Joined: Tue Feb 18, 2020 9:09 am

Re: James Black - Vampire Thrall Collector

Post by Jimmy Black »

Gear
Begin with standard Starting Gear substituting Branaghan Armor, a broad brimmed hat, and a Semi-Auto Pistol with three magazines of silver-coated ammo.

Scepter of Veils
Scepter of Veils
scepter of veils.jpeg
scepter of veils.jpeg (17.31 KiB) Viewed 457 times
This dark scepter appears to be made with a deeply stained mahogany cane, fashioned with brass insets and a deep black ball on top. When looked at closely it is revealed to be a alien outsider wrapped around the handle. The user is able to manipulate and command shadows around him to an amazing degree.
Jimmy stole this staff from his sires domain after she was killed. He has grown fond of it and enjoys playing with it.
  • • Base Item: Fencing cane/rapier
    • Major: Darkness (darkness only -1)
    • Major: Telekinesis (darklings)
    • Major: +10 PPE
    • Minor x2: +10 PPE
    • Minor: +1 Psionics activating staff

NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Shovel.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Branaghan Armor
A suit like the Bushman Medium EBA, Branaghan armor is notable for its removable armored duster or overcoat—a stylish accessory much favored in the New West and the northern fringes of Mexico. Bandito Arms’ Branaghan provides +5 Armor, +2 Toughness, and is full EBA without the duster. The armored duster provides an additional +2 Armor and +1 Toughness. It has a Strength Minimum of d8. (15 lb. + 6 lb. for the duster, 40,000 credits for the armor or 12,000 credits for the duster alone, −3 Rarity)
• Armor: +7 (+5/+2) Toughness: +3 (+2/+1)
• Weight: 15 lbs + +6 lbs (Min Str: d8)
• Rarity: -3; Cost: 52,000

Glock 9mm
• Range: 12/24/48
• Dmg: 2d6 AP 1 (silver rounds)
• ROF: 1
• Shots: 17 x3 magazines
• Weight: 3 lbs. (Min Str: d4)
• Rarity: unknown Cost: 200

Credits:
1,500 Universal Credits
2,000 credits worth of gear or valuables


rolls
[dice:18p2ttun]63366:0[/dice:18p2ttun]
[dice:18p2ttun]63366:1[/dice:18p2ttun]
Jimmy Black (Rob T)
Jimmy - James Black
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Ndreare
Savage Siri
Posts: 3866
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: James Black - (dual role, Rob)

Post by Ndreare »

@Snake Eyes for GM approval

Amulet of Protection (Silver looking pendant)
Jimmy knows little to nothing of this device. He has analyzed it with his arcane senses, but cannot figure out how it works, other than the protection it provides in warding away attacks. Found in a room full of corpses after his crew was forced to kill off some cultist, Jimmy took it and has not regretted it since.
  • Base Item: Silver Necklace +3 enchantments (~1,000 cr)
    Minor: +1 Parry (~10,000 cr)
    Minor: -2 to be hit by ranged (~20,000 cr)

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players





Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
[/inline] "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Snake Eyes
Game Master
Posts: 432
Joined: Wed Feb 07, 2018 2:16 pm

Re: James Black - (dual role, Rob)

Post by Snake Eyes »

@Ndreare Looks fine to me.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4

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