Countess Sarah Winters, Vampire, Slayer
Novice Female Undead Human
Background:
Hero's Journey (1 roll)
Psionics: auto-raise on successful activation of power: Warrior's Gift (=2 mega powers and their upgrades e.g. improved frenzy and martial artist/martial warrior)
The Impossible Tear (signature item) is a blood red teardrop-shaped sunstone that is said to contain the only tear shed by a Vampire Intelligence. The gemstone is encountered either upon killing its possessor or as a charm on a silver chain, which initially burns any vampire who tries to wear it. Upon first wearing, a vampire must be "worthy" and roll on the injury table (head only) and achieve at least a success on a Vigor check or die (turn to dust with no hope of healing, reanimation or resurrection) immediately.
If the vampire is able to withstand the initial shock, the gemstone becomes the property of the wearer. The sunstone bestows several abilities upon its owner, including some supernatural resistance to physical damage and physical enhancements to the undead body.
The stone, when worn for more than 24 hours, embeds itself in the wearer's skin, appearing as a red teardrop just below the left eye and casting a faint red glow (observable mostly at night, even through goggles or lenses). The only way to remove the device, once embedded, is through incapacitation or death by silver, holy water or other holy damage. Then the device must be burned, torn or cut from the flesh, which (if the former wearer is still alive) causes a permanent deformity (Ugly Hindrance, minor). The device may be reattached in the future, which is the only way to heal this condition.
The device adds +1D to Strength and it also adds the Fearless power and Monster Slayer edge, to aid it's wearer in confronting demons, other vampires and their ilk. The device's power helps facilitate regeneration and psionic abilities as well.
The wearer gains the Wanted, Major Hindrance by any other (secondary or higher) vampires who know both the item's existence and whereabouts as they will want to kill the wearer and claim the device for themselves (they are not compelled to attack though). These vampires may make an Occult roll (+0) or Common Knowledge roll at -2 to recognize the device.
Major:
Fearless power (same cost as an edge)
Monster Slayer Edge
+1D STR
Minor:
+1 to Vigor rolls (soak, effects)
+1 to Psionics rolls
+1 to Focus rolls
Cost - 50,000 for the unique gemstone plus calculated cost
Description:
This is an alternate version of a vampire creature that eliminates many of the complications with the Heroic Vampire and makes the PC much more like the pop culture vampires the PC is based on. The biggest difference is the lack of some of the weirder hindrances (water, wood, garlic, wolfsbane, crosses, any ties to the Vampire Intelligence). Sarah is a unique being, however she does detect as a vampire and supernatural undead for all those sensing what she is (but NOT evil). The confusion would arise with those who sense her having a template of what a Palladium/Rifts Vampire is and noticing the differences in Sarah. She is better at some things (arguably stronger, better fighter, not as skill-limited) but also loses all of the immunities vampires have in SR, in favor of strong regeneration (which is really the basis for those immunities in Palladium/SR anyway). Other powers are purely thematic.
Melee attack damage = STR+2d6(3d6)+d6 MDC, +1 to hit
Regeneration works against all damage except holy and silver. Silver and Holy damage must be healed normally or via magic.
Not consuming blood 1/day for three consecutive days results in power loss (all powers with -2 adv which is basically all of them).
In direct sunlight without a physical barrier of some sort (heavy clothing or EBA armor counts), Sarah takes a level of fatigue and all powers (same set, basically all) require a successful Focus roll to use (and since Focus skill boost is a power in itself, these Focus rolls are made at d6 skill). A critical failure on this Focus roll means the power is not available until Sarah can regenerate when not in sunlight.
These weaknesses/complications are figured into the costs of each power (sunlight = very common substance with no range component) rather than as hindrances.
Attributes:
Agility d10
Smarts d8
Spirit d8
Strength d12
Vigor d10+1
Skills:
Athletics d10
Common Knowledge d4
Fighting d10
Focus d12+1
Language ('Murican) d8, Language (Atlantean) d6, Language (Demongogian) d6, Language (Faerie) d6, Language (Spanish) d6
Notice d8+2
Occult d6
Persuasion d4
Psionics d10+1
Shooting d8
Stealth d6+2
Survival d4
Pace: 6; Parry: 7; Toughness: 20 (7)
Strain: 8/8; Wounds: 4
Hindrances: Cyber Resistant, Dependency (blood of a mammal or similar d-bee), Environmental Weakness (holy), Environmental Weakness (silver), Heroic, Wanted (major, vampires)
Edges: Alertness, Arcane Background (Psionics), Brawler, Fast Healer, Iron Jaw, Major Psionic, Martial Artist, Master Psionic, Monster Slayer, New Powers (Healing, Sloth/Speed), New Powers (Intangibility, Deflection), Super Powers, Tough as Nails
Armor: Branaghan Armor (Armor 7), SteelTree Large Shield (+3 Parry/-4 Cover)
Weapons:
Unarmed/Melee Attack (Range Melee, Damage Str+2d6(3d6)+d6, M.D.C., +1 to hit)
"Sunshine" Light Saber (Range 10/20/40, Damage Str+2d6+2, ROF 1, AP 8, +1 to Hit, +1 Parry)
TW Shock Pistol (Range 10/20/40, Damage 3d6, ROF 1, AP 3, +1 to Hit, -2 to penalties)
Hi-Tech Crossbow (Range 15/30/60, Damage Str+d8, AP 1, +1 to hit, -2 to penalties)
- (10) Polymer Bolts: Damage STR+d10, AP3 25 credits each
- (6) Explosive Bolts: Damage STR+3d6, AP6 to MBT 500 cr. ea.
- (2) Flare, Illumination: Deploys a chute which lights a LBT for 2d10 rounds 100 cr. ea.
- (2) Flare, Signal: Incandescent 25 cr. ea
- (3) Gas: Shatters releasing toxic gas into a SBT for d4 rounds - Knockout or Paralyzing, see Poison in Savage Worlds 500 cr. ea
- (2) Neural Disruptor: Blunt, nonlethal. Victims check Vigor at -2 (-4 with raise) or are Stunned. Reusable and rechargeable. 400 cr. ea.
- (3) Smoke: Creates an area of smoke which obscures vision (-4 Medium Cover) in a LBT for 2d6 rounds 75 cr. ea.
- (2) Tracer Bug: Transmits a radio signal with a range of 8 miles, 96 hour battery life. Sticky for attaching to targets. 250 cr. ea.
- (25) SteelTree Bolts: Damage STR+d8+2, AP3, MDC 5 cr. ea.
- (10) Dinosaur Bolts: Damage STR+d8, AP5, MDC 5 cr. ea.
- (15) Silver tipped bolts: 10 cr. ea.
Gear: Button Camera, Holy Symbol, 2x Laser Sights, NG-S2 Survival Pack (Contains: Rope, nylon (10”/20 yards), Medic Kit, Binoculars, Auto Grapnel, MDC Handcuffs), Quiver (holds 80 arrows/bolts), 2x Scopes, The Impossible Tear, Utility Belt (Contains: Language Translator, Comm Link, Sunlight protection goggles, Hand held computer)
Languages: Spanish (d6), Faerie (d6), Demongogian (d6), Atlantean (d6), 'Murican (native, d8)
Current Wealth: $5,000
Arcane Background: Psionics (Rifts® TLPG)
I.S.P.: 20
Powers:
- Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2) 1PP+2 Greater Boost (free reroll for trait)
- Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Self (limited); Skill Bonus: +1) 1PP +3 Greater
- Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power; Limitations: Self (limited); Skill Bonus: +1) 1PP +2 Exalted/+1 Presence Sense
- Healing (Savage Worlds: Adventure Edition p162; Innate Power) 3PP +2MBT/+3LBT/+10 Greater
- Mist Form (Intangibility; Savage Worlds: Adventure Edition p163; Innate Power; Limitations: Self (limited)) 3PP +3 Greater (minutes)
- Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect, Self (limited); Skill Bonus: +2) 1PP +2 Quickness +4 Exalted
- Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Innate Power; Limitations: Self (limited)) 2PP +4 Greater
- Super Edge (8): Adds 8 Edges to obtain from the Edges tab - Limitation (-2): env
- Undead: see main entry p89 - Limitation (-2): healing env, Wounds can be restored with magical healing (Spark of Life). Undead gain +2 to their Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out.
- Regeneration (3): Make a Focus roll every round as a limited free action. Success heals one Wound, and a raise heals two. - Hero ignores one point of Fatigue penalties. Can still be Incapacitated if pushed beyond Exhausted - just ignores the penalty., undefined, Limitation (-2): env, Wounds caused by acid, fire, or disintegration cannot be regenerated.
- Melee Attack (Generic) (2): - Can "charge up" her attack form as a limited action, adding +1d6 to the first damage roll made in next action (or +1d10 if combined with an All Out Attack (page 30), Limitation (-2): env, Heavy Weapon (1)
- Additional Actions (1): Ignore up to 2 MAP penalties - Limitation (-2): env
- Super Attribute (2; Agility): Boost Selected Attribute by 2 - Limitation (-2): env
- Super Attribute (2; Strength): Boost Selected Attribute by 2 - Limitation (-2): env
- Super Attribute (2; Vigor): Boost Selected Attribute by 2 - Limitation (-2): env
- Heightened Senses: Hero has heightened senses. - A keen sense of smell gives the hero +2 to Survival rolls made to track if the target had a scent and the trail is no more than a day old., Limitation (-2): env, The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties., Ignores penalties for Dim and Dark Illumination (but not Pitch Darkness). If he also has Infravision, he ignores all illumination penalties.
- Super Skill (3; Psionics): Boost selected skill by 3 - Limitation (-2): env
- Super Skill (3; Focus): Boost selected skill by 3 - Limitation (-2): env
- Fearless: (item, immune to fear abilities and checks)
- Body Armor: Immunity to the Hazards of Disease, Poison, or Drowning, and +4 to resist Cold, Heat, Electricity, and Radiation. Radio 5 miles.
Advances:
Novice Advances
- Raise Attribute: Agility
- Raise Skills: Fighting/Athletics
- Raise Skills: Shooting/Notice
Books In Use: Savage Worlds: Adventure Edition, Pathfinder for Savage Worlds Bestiary, SWADE Super Powers Companion (2021), Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Larger Than Life, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
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