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Vampire Barbarian
Undead, Minor Group, 1500 Black Soul
Armor Rating: 4 AR, 1 Fire (Reinforced Leather Robes)
CharacteristicAttributesSkills
Strength 50 Health Points23 Combat 80
Endurance 45 Wound Thresh.9 Magic 60
Agility 40 Magicka Points23 Evade 50
Intelligence 30 Stamina Points4 Observe 60
Willpower 35 Init Rating11 Stealth 20
Perception 40 Action Points3 Knowledge 30
Personality 30 Speed13 Social 30
Luck Points0 Sizestandard Physical 50
Equipment
Orichalcum Greatsword: 1d12+2; 3m, Slashing, Unwieldy, Concussive.
Abilities

  • Vampiric Drain (15mp): The Vampire drains the life essence of a living creature. Target creature within 5m does 1d6+2 magic damage and gains back the same amount. This counts as a Ranged attack, but cannot be evaded against. The DoS needed to defend against this attack equal the Vampire’s Willpower Bonus (3).

  • Cleave (1SP): As part of a melee attack, the Barbarian Savage can strike two targets in Reach as a single action. If wielding a weapon in two hands, the Barbarian Savage instead strikes three targets. Roll once for the attack.

  • Barbaric Rage (1 SP): As an Action, the Barbarian can work themselves into a frenzy, during which they are immune to Fear, roll damage twice and pick the highest, and add +3 to all melee damage. This rage lasts until the Barbarian chooses to calm down, or is Stunned or Dazed.

  • Bloodboil: As a free action, the vampire may gain an extra AP for the rest of the round. This power and Heroic Action may not be used within the same round.



 
Talents / Traits

  • Barbaric Domination: +1 DoS to Combat tests when engaged In melee.

  • Skyclad: Has the Natural Toughness (4) Trait while not lwearing armor

  • Resistance (Poison, 2): Reduces poison damage by 2 and get +20 to resist non-damaging poison effects.

  • Dark Sight: The character can see normally even in areas with total darkness, and never takes penalties for acting in areas with dim or no lighting.

  • Vampiric Unlife: The character is immune to disease, poison, and the effects of aging. However, they cannot heal through restoration magic (including potions) and must rely on feeding, resting, or other magic.

  • Diseased (Porphyric Hemophilia, +0): Creatures with this trait are diseased, and if they deal a wound to another character with their natural weapons then that character must test Endurance +0 or contract the Poryphic Hemophilia Disease.

  • Weakness (Fire, 2): The character increases all incoming fire damage by 2 after mitigation, and suffers -20 penalty tests made to resist non-damaging fire effects. This trait can stack.

  • Sun Scarred (2): The character increases incoming damage after mitigation by 2 from a weapon/ attack with the Sunlight quality.



 
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Notes

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