Amber

Characteristic
Value
Effects
Cost
   
Characteristic
Value
Effects
Cost
Strength
6
lift 1.6 tons
20
Offensive Combat
7
 
30
Dexterity
4
 
10
Defensive Combat
7
 
30
Constitution
5
stun threshold 7
15
Mental Combat
5
7 against mind control and mental illusions
20
Intelligence
3
 
5
Initiative
8
 
3
Ego
3
mental threshold 4
5
Perception
8
night vision, sense blood
6
Presence
3
 
5
Resistance
6
8 against mind control and mental illusions
0
Physical Defence
3
5r3 in Exemplar armour
9
Recovery
6
 
24
Energy Defence
2
4r3 in Exemplar armour
6
Body
36
 
16
Mental Defence
3
8 against mind control and mental illusions
9
Stun
15
 
39

Movement Modes
Value
Effect
Cost
Endurance
Running
8m
32m NC, 38 km/hr
8
phase
Leaping
2m
8m NC, 9.6 km/hr
1
phase
Swimming
2m
8m NC, 9.6 km/hr
1
phase
Flight
8m
32m NC, 38 km/hr
16
phase

Powers END Cost
Hand Attack 1 (5 with STR), killing (+0.5), reduced penetration (-0.25), no endurance cost (+0.25), fangs and fingernails
 
7
2 BODY Severe Transform, 1 BODY penetrating (+0.5), changes target into someone who will rise as a vampire after death, no range (-0.5), -3 DCV concentration (-0.5), only affects humans (-0.5), Amber must drink target's blood and target must lose BODY from blood loss, effect occurs each time target loses BODY (-1), target regains 1pt/day (+1.5), target rises three nights after death if untended or immediately after death if Amber shares her blood with the target (+0.25), no endurance cost (+0.25), persistent (+0.5), always on (-0.5), "the Kiss"
 
8
Healing 1, can heal limbs, self only (-1), re-use duration is per phase (+2.25), also heals damage to all characteristics and powers caused by toxins and drugs (+2), 1 recoverable continuing fuel charge, lasts 20 phases, must drink blood for one turn to recover, -3 DCV concentration throughout, recover phases equal to BODY lost/minute by the "donor" through bleeding (-1), healed by drinking blood
 
61
Mind Control 10, requires eye contact (-0.5), hypnotic gaze
phase
33
Mental Illusions 6, self only (-1), only to be more attractive (-0.5), 16m radius nonselective AoE (+0.5), no range (-0.5), no endurance cost (+0.25), persistent (+0.5), vampiric charm
 
18
Mind Control 15, only affects wolves and child vampires (-1.5), control over wolves
phase
30
Mind Scan 10, one-way link (+1), only affects wolves and child vampires (-1.5), sense wolves
phase
30
100pt Summon, 16 wolves, devoted (+0.75), arrives under own power (-0.5), must inhabit locale (-0.5), wolf allies
phase
35
Invisibility to sight group, no fringe, only affects reflected or transmitted images (-1.5), no endurance cost (+0.25), persistent (+0.5), inherent (+0.25), always on (-0.5), no reflection
 
20
Life Support: No Need to Breathe, Immortal, Immune to Diseases
 
20
Sense Blood, ranged, discriminatory, "smell" blood and "hear" heartbeats
 
15
Night Vision
 
5
Clinging
 
10
+5 MD, +2 DMCV and +2 Resistance, only against mind control, mental illusions and interaction skill checks (-0.5), unswayed by deceptions and compulsions
phase
17
Exemplars Personal Equipment
 
34

Skills and Talents Cost
Dirty Infighting, +2 DC, with clubs
9
Punch, +0/+2, 10
4
Kick, -2/+1, 12
4
Throw, +0/+1, 8+move/6, target falls
3
Tackle, +0/-1, 8+move/6, both fall, full move
3
Grab, -1/-1, 10/6, grab 2 limbs
3
Break Limb, +0/+0, 12, must follow grab
4
Eye Gouge, -1/-1, 2 flash sight group
4
Low Blow, -1/+1, 3 NND
3
Disarm, -1/+1, 10
4
Block, +2/+2, abort, block
4
Dodge, -/+5, abort, dodge
4
Escape, +0/+0, 11
4
2 Overall Levels
20
Striking Appearance (attractive), Well Off, Belief (Freya), Combat Reflexes, Position Shift
17
L: English (n), French, German, Italian, Spanish (f)
12
Acting 6 [3], Athletics 7 [3], Charm 6 [3], Concealment 6 [3], Demolitions 6 [3]
15
Driving (cars, motorcycles) 7 [4], Interrogration 6 [3], Mechanics 6 [3], Paramedics 6 [3]
13
Piloting (airplanes, helicopters) 7 [3], Security Systems 6 [3], Sleight of Hand 7 [3], Shadowing 6 [3]
13
Stealth 7 [3], Streetwise 6 [3], Systems Operation 3 [1], Tactics 6 [3], Tracking 6 [3]; KS: 20th Century History 6 [2]
15
KS: Supernatural World 6 [2], KS: Vampires 6 [2], KS: Worship of Freya 6 [2], PS: Exemplar 3 [1]
7

Complications Pts
ID: Amber
0
Social: Exemplar (frequent, mild, great)
5
Social: Vampire (infrequent, mild, extreme)
5
Social: Does Not Cast a Reflection or Shadow (frequent, mild, slight)
2
Phys: Immobilised by a Wooden Stake Through the Heart (rare, total, extreme)
15
Phys: Must Win EGO Contest or Avoid Characters Displaying Belief (infrequent, moderate, great)
5
Phys: Drowsy and Difficult to Wake During the Day (infrequent, mild, great)
3
Phys: Repulsed by Garlic (frequent, mild, slight)
2
Psych: Craves Blood (constant, moderate, great)
10
Psych: Cannot Enter Unless Invited (frequent, moderate, great)
8
Psych: Cannot Cross Running Water (frequent, moderate, slight)
3
Psych: Loyal to Chosen Leader, Obeys Orders (frequent, moderate, slight)
3
Psych: Vengeful (infrequent, moderate, great)
3
S: 1/Hour Normal Damage When Awake (constant, mild, extreme)
8
S: 12/Phase Normal Damage Sunlight (rare, total, extreme)
30
S: 1/Phase Holy Ground or Objects (infrequent, moderate, great)
5
TOTAL
107

Characteristics 
252
Base Points
550
Movement Modes
26
Complications
-0
Powers
343
Experience Spent
0
Skills and Talents
165
Bonus
236
TOTAL
786
TOTAL
786

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 18 August 2014