The Count!
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The Count!
The Count
Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d6
Rank: Seasoned (35)
Powers:
Chameleon
Flight: Level 4
Mind Control: (4) range 12”, opposed spirit roll.
undead: (2) Vampire
Super attributes: (3) Strength
Intangibility: (5) spirit roll, requires 1 action
Skills:
Fighting D6, Guts D6, Intimidation D8 +2,
Notice D6, Persuasion D6, Stealth D8,
Streetwise D6, Taunt D4 +2
Charisma: -2 ;
Pace: 6”
Parry: 5 ;
Toughness: 7
Hindrances:
Bloodthirsty, Vengeful
Edges:
Arcane Background (Super Powers), Power Points, strong will.
Notes: No extra damage from called shots, ignore two levels of wound modifiers,
immune to poison/disease, 1/2 damage from piercing weapons. A stake to the heart (-6)
which causes one wound kills him. -2 to all traits if within 1" of garlic, suffers 1 wound
when crossing running water.
Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d6
Rank: Seasoned (35)
Powers:
Chameleon
Flight: Level 4
Mind Control: (4) range 12”, opposed spirit roll.
undead: (2) Vampire
Super attributes: (3) Strength
Intangibility: (5) spirit roll, requires 1 action
Skills:
Fighting D6, Guts D6, Intimidation D8 +2,
Notice D6, Persuasion D6, Stealth D8,
Streetwise D6, Taunt D4 +2
Charisma: -2 ;
Pace: 6”
Parry: 5 ;
Toughness: 7
Hindrances:
Bloodthirsty, Vengeful
Edges:
Arcane Background (Super Powers), Power Points, strong will.
Notes: No extra damage from called shots, ignore two levels of wound modifiers,
immune to poison/disease, 1/2 damage from piercing weapons. A stake to the heart (-6)
which causes one wound kills him. -2 to all traits if within 1" of garlic, suffers 1 wound
when crossing running water.
Renny- GAME MASTER
- Posts : 1390
Join date : 2009-01-02
Age : 57
Location : Crawley, West Sussex
Character sheet
Name: Renny
Re: The Count!
Powers List
Chameleon
Trappings: Malleable form, illusionary appearance.
Limited to wolf, bat and mist form with player agreement.
Flight
Trappings: Wings, jetpacks, alien abilities.
Your villain can fly. The more points put into the power, the faster he can move. If it becomes important, his climb is equal to half his flying Pace. The number listed under Penalty is the modifier foes suffer when trying to attack the flier when he’s moving at this speed. Surprise attacks against the character when he’s at rest suffer no such penalties.
Attack Points Speed Penalty
4 2 x Pace 0
Mind Control
Trappings: Concentric rings of energy, mesmerism, voodoo dolls.
The power to control minds is perhaps the ultimate ability. With it, the villain can contact and control another mind within 12” by making an opposed Smarts roll with the target. This counts as an action. Success means the target is completely under the villain’s control. If the villain also has telepathy, he has a mental link of infinite distance with his victim. The subject may now venture outside the controller’s range of 12”, and can mentally relay any information the
controller requires. The subjects are complete slaves, but being forced to attack loved ones or act completely against their nature allows them to make another contested Smarts roll to break the link. Any time the controller is Shaken, sleeps, is knocked unconscious, or otherwise cannot maintain basic concentration, all minds under his control are instantly released.
Undead
Trappings: Vampires, zombie, harrowed.
A rare few individuals don’t let even the cold hand of death stop them from their hateful existence. These are the undead — vampires, zombies, liches, or spiteful revenants from beyond the grave. The specifics of your cadavers’ abilities depend on his exact “species,” but all undead have a few things in common. Undead gain +2 to their Toughness and do not suffer additional damage from called shots as undead do not depend on internal organs to maintain their semblance of life. Undead ignore two levels of Wound modifiers, and are immune to disease or poison. Undead do not benefit from the Healing skill, but roll natural healing rolls once per day. They suffer a –2 Charisma in close contact due to their clammy skin and dark aura. (If your undead is decayed, take the Ugly Hindrance.) Undead who are forced to roll on the Knockout Blow Table do not Bleed Out or suffer permanent injuries (they’re merely Incapacitated until healed).
Modifiers
• Vampire (–2): The villain is a vampire. A wooden stake to the heart (–4) that causes a single wound or more Incapacitates your villain instantly though this effect ends immediately when the stake is removed unless the vampire would be Incapacitated normally. He also has an allergy to garlic (–2 to all Trait rolls if the substance is within 1”), and suffers an immediate wound if he crosses running water. Finally, a vampire must drink one quart of blood (human or otherwise) once per day or suffer a level of Fatigue that can only be removed by drinking human blood. Vampires
Incapacitated by Fatigue can crawl at the rate of 1” per round, but suffer –6 to all actions while in this weakened state.
The benefits of being a vampire must be bought as powers as they are dependent on the creature’s sire, which legend you believe, and so on. Most have super-strength, extra actions, altered form (mist), and mind control.
Intangibility
Trappings: Becoming a mist, a ghost, a form of energy, out of phase, or a swarm of insects.
Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects. The character can walk through walls or other barriers but cannot affect the physical world while intangible. Turning intangibility on or off requires a Spirit roll, and is an action. While intangible, any items the character carries become intangible as well, and do not function. Other beings carried by the villain do not become intangible and are dropped. Should the villain become corporeal “inside” someone or something, both she and her victim suffer damage. A hand causes 1 wound to each, an arm causes 2 wounds, both arms causes 3 wounds, and the whole body causes 4 wounds.
Vulnerabilities: Some attack forms still affect intangible characters (depending on her trappings). If a character chose mist form as her trapping, for example, the GM might decide that fire or wind-based trappings still affect her normally. Similarly, a ghost might be affected by magical or spiritual attacks. Magical or psychic attacks should almost always affect incorporeal creatures.
Chameleon
Trappings: Malleable form, illusionary appearance.
Limited to wolf, bat and mist form with player agreement.
Flight
Trappings: Wings, jetpacks, alien abilities.
Your villain can fly. The more points put into the power, the faster he can move. If it becomes important, his climb is equal to half his flying Pace. The number listed under Penalty is the modifier foes suffer when trying to attack the flier when he’s moving at this speed. Surprise attacks against the character when he’s at rest suffer no such penalties.
Attack Points Speed Penalty
4 2 x Pace 0
Mind Control
Trappings: Concentric rings of energy, mesmerism, voodoo dolls.
The power to control minds is perhaps the ultimate ability. With it, the villain can contact and control another mind within 12” by making an opposed Smarts roll with the target. This counts as an action. Success means the target is completely under the villain’s control. If the villain also has telepathy, he has a mental link of infinite distance with his victim. The subject may now venture outside the controller’s range of 12”, and can mentally relay any information the
controller requires. The subjects are complete slaves, but being forced to attack loved ones or act completely against their nature allows them to make another contested Smarts roll to break the link. Any time the controller is Shaken, sleeps, is knocked unconscious, or otherwise cannot maintain basic concentration, all minds under his control are instantly released.
Undead
Trappings: Vampires, zombie, harrowed.
A rare few individuals don’t let even the cold hand of death stop them from their hateful existence. These are the undead — vampires, zombies, liches, or spiteful revenants from beyond the grave. The specifics of your cadavers’ abilities depend on his exact “species,” but all undead have a few things in common. Undead gain +2 to their Toughness and do not suffer additional damage from called shots as undead do not depend on internal organs to maintain their semblance of life. Undead ignore two levels of Wound modifiers, and are immune to disease or poison. Undead do not benefit from the Healing skill, but roll natural healing rolls once per day. They suffer a –2 Charisma in close contact due to their clammy skin and dark aura. (If your undead is decayed, take the Ugly Hindrance.) Undead who are forced to roll on the Knockout Blow Table do not Bleed Out or suffer permanent injuries (they’re merely Incapacitated until healed).
Modifiers
• Vampire (–2): The villain is a vampire. A wooden stake to the heart (–4) that causes a single wound or more Incapacitates your villain instantly though this effect ends immediately when the stake is removed unless the vampire would be Incapacitated normally. He also has an allergy to garlic (–2 to all Trait rolls if the substance is within 1”), and suffers an immediate wound if he crosses running water. Finally, a vampire must drink one quart of blood (human or otherwise) once per day or suffer a level of Fatigue that can only be removed by drinking human blood. Vampires
Incapacitated by Fatigue can crawl at the rate of 1” per round, but suffer –6 to all actions while in this weakened state.
The benefits of being a vampire must be bought as powers as they are dependent on the creature’s sire, which legend you believe, and so on. Most have super-strength, extra actions, altered form (mist), and mind control.
Intangibility
Trappings: Becoming a mist, a ghost, a form of energy, out of phase, or a swarm of insects.
Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects. The character can walk through walls or other barriers but cannot affect the physical world while intangible. Turning intangibility on or off requires a Spirit roll, and is an action. While intangible, any items the character carries become intangible as well, and do not function. Other beings carried by the villain do not become intangible and are dropped. Should the villain become corporeal “inside” someone or something, both she and her victim suffer damage. A hand causes 1 wound to each, an arm causes 2 wounds, both arms causes 3 wounds, and the whole body causes 4 wounds.
Vulnerabilities: Some attack forms still affect intangible characters (depending on her trappings). If a character chose mist form as her trapping, for example, the GM might decide that fire or wind-based trappings still affect her normally. Similarly, a ghost might be affected by magical or spiritual attacks. Magical or psychic attacks should almost always affect incorporeal creatures.
Renny- GAME MASTER
- Posts : 1390
Join date : 2009-01-02
Age : 57
Location : Crawley, West Sussex
Character sheet
Name: Renny
Re: The Count!
nice
kevinrolfe- GAME MASTER
- Posts : 861
Join date : 2009-02-10
Age : 55
Location : Crawley
Character sheet
Name:
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