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: