Dr. Peter Grant (Wampyre)

Against The Dark

GMs: RFT
Post Reply
User avatar
Peter
Posts: 17
Joined: Mon Feb 11, 2019 8:08 pm

Dr. Peter Grant (Wampyre)

Post by Peter » Mon Feb 11, 2019 8:11 pm

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) D6 1
  • Occult (Sm) D8 +2
  • Persuasion (Sp) D6 1
  • Psionics (Sm) D8 (I.F.) 1
  • Research D6 3
  • Stealth (Ag) D4

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

Trapped Power Name [Sloth/Speed] (2 ISP) [Seasoned]
  • Range: Smarts
  • Duration: Instant (sloth) 5 (speed)
  • Trapping: Chosen Trapping
  • Effect: Summary of power

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:
  • 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:

Post Reply

Return to “Nightbane”