Sarah Winters, Train to Kingsdale

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Sarah Winters
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Sarah Winters, Train to Kingsdale

Post by Sarah Winters »

WIP Supers Version Sarah 12/28/22 See Description for basic summary of changes, full text for specifics.

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.
Polymer, Explosive, Flare, Gas, Neural, Smoke, Tracer on p.45 EoH. Silver, SteelTree, Dinosaur on p. 37 BB


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
Special Abilities:
  • 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
Current Load (normal/combat): 103.35 / 60.6 (101)
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

Created with Savaged.us
Last edited by Sarah Winters on Sun Jan 01, 2023 7:13 pm, edited 53 times in total.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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Sarah Winters
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Re: Sarah Winters, Train to Kingsdale

Post by Sarah Winters »

Patron Items

Bandito Arms Branaghan Special Armored Overcoat (hooded leather jacket and chaps - provides torso, arms, head and legs armor (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness, +2 Stealth mod 11/28/22
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect) without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: blood
• Pocket: blood
• Pocket: blood
• Pocket: blood
• Pocket: pistol
• Pocket: goggles
• Pocket:
• Pocket:



Altess Eviscerator (Patron Item)
Screenshot 2022-10-08 231411.png
Screenshot 2022-10-08 231411.png (25.34 KiB) Viewed 1278 times
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d6+2, AP 8, MD, Silvered blade plus against vampires, +2d6 sunlight damage on a raise
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade 2 field computer (TLPG p.85), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through bio-borg-telepathy. Bio-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it transmits bio-impulses into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Sunlight Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Energy (Sunlight) Damage Field at the target's location that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon (retrapped to one or two-handed saber instead of broadsword)
• Weight: 3.5 lbs. It's a light saber...
Last edited by Sarah Winters on Sat Dec 31, 2022 1:54 am, edited 3 times in total.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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Sarah Winters
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Re: Sarah Winters, Train to Kingsdale

Post by Sarah Winters »

Included here is the original version of the "Heroic Vampire" Sarah.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This PC utilizes some GM fiat in modifying a signature item so that the rest of the party doesn't have to travel only at night, can maintain the hero appearance and presence, etc.


Countess Sarah Winters, Vampire, Slayer

Novice Female Human, Heroic Vampire

Iconic Framework: Heroic Vampire

Background

Sarah Winters was a famous vampire slayer when she was a human. She refused to give up that calling, despite eventually being turned into a vampire herself.

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 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 damage without (re)dying, the gemstone becomes the property of the wearer. The sunstone bestows several abilities upon its owner, including some supernatural resistance to substances that would otherwise harm or be lethal to vampires.

The stone, when worn for more than 24 hours/one feeding, 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, sunlight, supernatural damage or wood. Then the device must be burned, torn or cut from the flesh, which causes a permanent deformity (Ugly Hindrance, minor). The device may be reattached in the future, which is the only way to heal this condition.

When worn, the gemstone mitigates the damage done to vampires by direct sunlight. The wearer still takes one level of fatigue when exposed to direct sunlight (skin covered or not, this fatigue can only be temporarily mitigated by Relief) and is -4 to sight-based Notice checks without some form of eye protection (goggles, sunglasses) which can reduce the (naked eye) penalty to -2. Pace is also -2 in direct sunlight and powers will continue to function normally.

Also, skin must still be protected at all times with thick clothing, armor, EBA or some other barrier. Without a physical covering, direct sunlight exposure to skin still causes 1d6 points of (lethal) damage per round.

Arcane attacks/damage and materials they are vulnerable to other than regular sunlight affect the wearer normally. Sunlight trapping as a damage source affects the vampire with a -4 damage penalty.

Additionally, with proper feedings, the device adds +1D to Agility and Strength (Sarah's Abilities would then be AGd10, SMd8, SPd8, STRd10, VIGd8 - Skill purchases would be unchanged despite the Ability alterations). It also adds +1 to the wearer's innate toughness.

The stone helps to conceal the owner's true nature from any other type of creature who might seek them out. The device functions with a continual Arcane Resistance effect for the wearer. Non-vampire beings attempting to detect the wearer's nature using Detect Arcana must roll vs. the Arcane Skill of the wearer and must do so at -1, not counting any other arcane resistance or protection. For Nega-Psychics, this device counts as an "alternate form" of magic. Also because of this resistance, a vampire wearing the Impossible Tear may cross bodies of water as long as touching the water is not required (flying, bridge, boat, etc.) which mitigates the Fear check for attempting to do so. Immersion in water still damages the vampire normally. All other forms of water, such as squirt guns, rain, etc. that do not immerse cause half damage, rounded down. Why? Squirt guns were a fucking stupid idea anyway, Kevin.

This protection comes at a high price. First, the wearer must consume twice the normal amount of blood for this device to function (functionally, in place of an ISP cost). Half of this amount is used for the wearer's needs and the other half (the first half) is sacrificed to the gem, disappearing after consumption. Consuming only one pint of blood enables the device but treats the wearer as having consumed none.

Despite helping to conceal a vampire's nature to most creatures, the wearer also 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.

A former owner of The Impossible Tear must still consume two pints of blood per day, forever.


Major: 1D Strength
Major: 1D Agility
Major: partially mitigate sunlight damage

Minor: limited +1/-1 Arcane Resistance
Minor: can cross water without touching
Minor: +1 toughness

Cost - 50,000 for the unique gemstone plus calculated cost

add 2 hindrances: Wanted (Major) and expand Habit, Major

Description
Error on savaged.us Powers adjusted to show on stat block: Unbound Power --> Warrior's Gift (automatic raise plus mega = 2 powers added at "Improved" level e.g. Improved Counterattack plus Improved Frenzy)

Patron Items - Branaghan Coat (leather jacket)

Altess Eviscerator (retrapped to 1H/2H Saber, sunlight trapping)


Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills:
Athletics d8
Common Knowledge d6
Fighting d10
Language ('Murican) d8, Language (Demon) d6, Language (Dragonese/Elven) d6, Language (Faerie) d6, Language (Spanish) d6
Notice d6
Occult d4
Persuasion d4
Psionics d10
Shooting d6
Stealth d6+2
Survival d4

Pace: 6;
Parry: 7 (10 w/shield);
Toughness: 18 (6) 20 (7) in Branaghan Armor EBA w/cloak
Strain: 8/8

Hindrances: Delusional (minor, Still a hero), Habit (major, Blaaaahddd), Heroic, Loyal, Vengeful (minor)

Edges: Brawler, Fast Healer, Major Psionic, Master Psionic

Armor: Branaghan Jacket (Armor 2, Toughness 1, Stealth mod +2 11/28/22), Stake-Proof Vest (Armor 4), SteelTree Large Shield (+3 Parry), Branaghan Armor (Armor 5, Toughness 2)

Weapons:
Unarmed (Range Melee, Damage Str+d4)
Bite (Range Melee, Damage Str+2d4, AP 12, M.D.C.)
Claws (Range Melee, Damage Str+d8, AP 6, M.D.C.)
BigBore BB-6 Revolver (Range 6/12/24, Damage 1d6-3d6+1, ROF 1, AP 3)
Hi-Tech Bow/X-Bow (Range 15/30/60, Damage Str+d8, AP 1)
Light Saber (Range 10/20/40, Damage Str+2d6+2, ROF 1, AP 8, +1 to Hit, MD)
Survival Knife (Range Melee, Damage Str+d4)
Wooden Stakes (Range Melee, Damage Str+d4)

Gear:
30x Arrows/Quarrels
30x Big Bore Shell
Communicator
Goggles
NG-S2 Survival Pack, with 3 pints of blood in place of rations, one dozen pint-sized plastic vials, Branaghan Armor (always worn during the day, stowed at night, depending)
6x Silver Arrow/Bolt
6x Silver Bullet, Large
The Impossible Tear (Artifact, Unique)
Wooden Cross (don't worry, she's an atheist)

Languages: Spanish (d6), Faerie (d6), Dragonese/Elven (d6), Demon (d6), 'Murican (native, d8)

Current Wealth: 4,950

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
    Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Self (limited); Skill Bonus: +1) 1PP
    Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power; Limitations: Touch (limited); Skill Bonus: +1) 1PP
    Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2) 1PP
    Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Innate Power; Limitations: Self (limited)) 2PP
Special Abilities
  • Psionics: Power Points: 20; Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Elemental Manipulation (Savage Worlds: Adventure Edition p160; Innate Power; Limitations: Touch (limited); Skill Bonus: +1), Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Innate Power; Limitations: Self (limited))
  • Languages Known: Spanish (d6), Faerie (d6), Dragonese/Elven (d6), Demon (d6), 'Murican (native, d8)
  • Hidden: -2 to Notice when hidden under clothes.
  • Arcane Background (Psionics): Begin with three power, 10 ISP, and a d6 Psionics skill. Powers are activates as Innate Abilities.
  • Bite: In True Vampire Form, 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 can shape change into a wolf or bat (or change back again). They retain Fast Regeneration, Immunities, Invulnerability, and Perfect Night Vision.
  • Claws: Str+d6 Mega Damage, AP 6 in True Vampire Form.
  • Fast Regeneration: 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 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.
  • Invulnerable: Attacks which don't use one of their vulnerabilities can only Shake them.
  • Mist Form: With an action and a Psionics roll at −2, can turn into a cloud of mist with any items carried or worn. 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 with no maximum.
  • 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: Their true form is a demonic walking corpse with sharp fangs, pointed ears, long fingers, long fingernails, and a corpse-like pallor. Assuming this form is a free action, but to resume the disguise the must check Psionics as an action.
  • 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: Begin with either Delusional (Minor—Return to former life) or Death Wish (Minor—Destroy all vampires).
  • Magic: May take Arcane Background (Magic) and Spellcasting at character creation. May not improve skills or take edges and powers involving magic.
  • 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 may attack on sight. Register as supernatural evil to friends and foes.
  • Weakness (Decapitation and Burning): Vampires Incapacitated via silver or wood (see below) become vulnerable to decapitation and fire.
  • Weakness (Garlic and Wolf's Bane): 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): Vampires must win an opposed Spirit check to attack. With a successful Touch Attack (Fighting +2), the holy symbol causes 3d4 fire damage and must check for Fear. Holy attacks can damage Vampires but not destroy them.
  • Weakness (Magic and Psionics): All magic and psionic 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. 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.
  • Weakness (Sunlight): 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. *mitigated with item, above
  • Weakness (Supernatural Attacks): Vampires can be damaged by the natural attacks of other supernatural beings. However, they are not destroyed.
  • Weakness (Water): Vampires cannot cross bodies of water (even if flying) unless there is a physical bridge, and even then must check Fear at −4. *mitigated with item, above Holy or natural bodies of water damage them like acid. Immersing vampires deals 3d10 damage a round. Holy water does 1-3d10. Vampires Incapacitated this way are destroyed.
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list: Warrior's Gift
  • Unbound Power: [""] (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. Warrior's Gift

Advances
Novice Advances
  • Edge: Fast Healer
  • Edge: Brawler

Current Load (normal/combat): 0 / 53.25 (101)
Books In Use: Savage Worlds: Adventure Edition, 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, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears invalid because savaged.us has errors

Created with Savaged.us

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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