Difference between revisions of "Galchobhar"
(Created page with ";Kyllikki: The Town of White-Harbor '''Circa:''' 9 A.D.<br> '''Background:'''<br> '''Personality:'''<br> '''Born:''' Unknown<br> '''Creation:''' 9 A.D.<br> '''Titan:''' ''...") |
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'''Soak:''' 2A / 4L / 6B | '''Soak:''' 2A / 4L / 6B | ||
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+ | ;Weaknesses | ||
+ | :Galchobhar has a strong aversion to direct sunlight, fire, weapons of yew wood, verbena flowers and the holy symbols of any religion, provided | ||
+ | that they are brandished by an actual believer in that religion. An undead must roll his (Intelligence + Integrity) to | ||
+ | approach any of these effects (with the difficulty determined by the nature of the exposure), and direct skin contact | ||
+ | with any of them causes aggravated damage. The amount of aggravated damage varies according to the stimulus. | ||
+ | For example, two individuals each brandishing holy water might infl ict different amounts of damage depending on | ||
+ | the intensity of their respective faiths. | ||
'''Trophy:''' Undead have no innate trophy, but most are loyal servants of the Titans with access to powerful relics. | '''Trophy:''' Undead have no innate trophy, but most are loyal servants of the Titans with access to powerful relics. |
Revision as of 09:54, 22 May 2021
Circa: 9 A.D.
Background:
Personality:
Born: Unknown
Creation: 9 A.D.
Titan: Death {Orgos}
Spawn: Vampiric Phantasm
Nature: Rogue
Demeanor: Critic
Apparent Age: 40ish
Physical: Strength – 4 (Feats) / MIGHT 2 - (Lethal Grip, Superior Lift), Dexterity – 3 / FINESSE 2 - (Climbs Like Monkey, Feline Grace) , Stamina – 4 (Endurance)/ ENDURANCE 2 - (Alchemy of Injury, Heal Thyself)
Social: Charisma – 3 / ALLURE 1 (Best Interests), Manipulation – 5 (Persuasive Conversationalist) / SUPREMACY 2 (A Simple Command, Hypnotic Trance), Appearance – 2 / REVELATION 1 (Reckless Flight)
Mental: Perception – 4 (Emotional Insight) / APPREHENSION 1 (Predatory Senses), Intelligence – 5 (Calculated Causality), Wits - 3
Talents: Alertness 3, Athletics 3, Awareness 1, Brawl 2, Bribery 2, Carousing 2, Diplomacy 2, Dodge 3, Empathy 3, Expression 4 (storytelling),
Haggling 3 (prestation), Intimidation 3, Leadership 3, Masquerade 2, Seduction 2, Streetwise 2, Style 2, Subterfuge 3
Skills: Animal Ken 3, Archery 1, Chess 3, Crafts 2, Drive 2, Etiquette 3, Melee 1, Memory 2,
Knowledges: Academics 2, Area Knowledge 3 (Dubnolissos), Bureaucracy 2, Finance 3, Investigation 3, Kindred Lore 5, Law 2, Linguistics 2 (Celtic, Germanic, Latin), Medicine 2, Occult 5 (Curses, Divination, Vampire Lore),
Politics 2, Science 1, Sewer Lore 2
Supernatural Heritage:
Claws and Fangs: Undead typically have retractable claws and fangs that are not noticeable unless they choose to attack. These claws and fangs infl ict +2L damage.
Cursed Blood: The blood of all types of undead confers benefits equivalent to BLOD AF JOTUNNUM 1. Some powerful undead can grant their thralls even greater benefits, although (contrary to popular tales) only the most powerful of undead— those with Legend ratings of 8 or higher—can transform a mortal into an undead creature.
Invulnerability: While an undead being can be killed through physical violence, it will re-form its body the next night, no matter how badly damaged it is. If the undead is decapitated and the head and body are burned separately, however, the undead will die permanently.
Dominions: BLOD AF JOTUNNUM 1, DARKNESS 1, DEATH 1, JOURNEYS 1
Virtues: Ambition 3, Malice 3, Rapacity 3, Zealotry 2
Willpower: 6 (6)
Divinity (dark): 1 / Divinity Pool: 2
Health Levels: 0 x 9/ -4/ Incap
Merits: Ability Aptitude – Storytelling (1pt), Code of Honor - Path of the Merchant (2pts), Special Rapport:(2pts) = Morpheus
Flaws: Slow Learner 4pts
Abilities to Purchase: Talents: Dreaming, Intrigue / Skill: Meditation
- Attacks
- Bite: Accuracy 9, Damage 7L, Parry DV —, Speed 5
- Clinch: Accuracy 8, Damage 5L, Parry DV —, Speed 6, P
- Unarmed, Heavy: Accuracy 7, Damage 10L, Parry DV 10, Speed 5
- Unarmed, Light: Accuracy 9, Damage 7L, Parry DV 12, Speed 4
- Weapons
- You wield an axe with incredibly sharp edges that seem to shimmer red. You gain a +1 to attack and damage rolls made with this magic weapon. This weapon's bloodletting power may be used up to five times a day/night. When you hit a creature with this weapon, you can expend a charge to cause the target to bleed profusely. At the end of each of its turns, the target must make a Stamina roll difficulty 9. On a failed roll, the target loses an additional health level to blood-loss. On a successful roll, the bleeding stops. The bleeding also stops if the target receives any magical healing or if the target receives successful medical treatment difficulty 8. This weapon refreshes its pool of uses daily at dawn.
Soak: 2A / 4L / 6B
- Weaknesses
- Galchobhar has a strong aversion to direct sunlight, fire, weapons of yew wood, verbena flowers and the holy symbols of any religion, provided
that they are brandished by an actual believer in that religion. An undead must roll his (Intelligence + Integrity) to approach any of these effects (with the difficulty determined by the nature of the exposure), and direct skin contact with any of them causes aggravated damage. The amount of aggravated damage varies according to the stimulus. For example, two individuals each brandishing holy water might infl ict different amounts of damage depending on the intensity of their respective faiths.
Trophy: Undead have no innate trophy, but most are loyal servants of the Titans with access to powerful relics.