GM- worksheet (crap i have since moved houses and had all your physical character sheets, they had your upgrades and claimed inventory on them)
Rask - Vampire alchemist
tough-1 coor+2 agil+3 int+2 per+2 cha+3
Skills: Ranger+2 Dodger+1 Striker+1 Alchemist+6 Clothier+1 Thrower+1
Inv: 9Molotov 10 Acid vial 2 glow sticks 1 healing powder 2 darksticks 1painvial 1 tattered blue dress, Leather Bikini, 360$ of alchemy ingredients, 2 boomerangs, 2 javelins, 1 blastmaster facemask,
72/100 training throwing, at 100 you achieve weapon bond with the boomerang you were training with, at 200 you gain +1 to throwing skill instead
Abilities
Gravebound - must sleep in coffin, heals damage at the cost of blood/food. wont heal otherwise.
Unliving - no bonus damage from pierced/slashed
Lightblind - sensitive to bright lights, sees better in darkness
Bite - deadly bite, a strike that ends in a grapple, deals slashing type damage as long as maintained, deals damage to fatuige too!
Recipes (i want to make changes to the effects and the prices of these recipies later, but im ok with them for now)
120$ Healing Powder regens 1 hp for 1-6 seconds
200$ Buffout potion (+2 str for 1 hour)
$60$ Moxie potion (restores 2 endurance/energy/fatigue)
160$ Spellward potion
$80$ Pain vial
120$ Visions vial
160$ Nausea vial
$20$ Molotov (1-6 fire, Covers 1 tile, may splash adjacent tiles)
$20$ Acid potion (1-6 corrosive, Covers 1 tile and may splash adjacent, reduces armor potentially
$80$ Glowstick Area is illuminated
$80$ Darkstick Area is darkened
smj9 - Troll berzerker
Regeneration 1hp/minute
Low tech
Hacklust - regain fatigue after dealing a major wound
Hackfrenzy - immunity to pain after drawing blood
Overkill - if you cut off a extremity, then the rest of the damage goes on
Strength (2)
Toughness (2)
Gross Agilty (2)
Endurance (2)
Health (3)
Willpower (2)
Intellect (-1)
Two handed (1)
One handed (1)
Striker (1)
Dodger (2)
Armoury (2)
Herder (2)
Ranger (1)
Irony - Salamander Infernalist
Coordination+2 Int+4 Tough+6
Skills: Smith+4 Demonology+4 Jewler+2
Abilities
Fire resistance
Super Spitfire- short range fire attack. Coordination vrs Dodge or Block to hit. 2d
Imp Familiar- 8 hour ritual to enslave a minor demon. Fire imp (fire aura), Blood imp (shared hp), or Nether imp (lends mana)
Combust- Set target aflame!. Will attack vrs Will (-1/range). Lightly damaging but very distracting. Lasts 1d6 seconds on its own, fire may linger or spread
Pentagram- powerful warding Sigil. unnatural creatures and spirits cannot physically cross (at least directly)
Inv: Invokation of Khagai & other covenants (infernalism book), Soul gem, 1 healing dust, 1 hand pick
Ochita - Bernard the Human enchanter
Int+4 Will+4 Cha+1 Per+1
Skills: Enchant+5 F/aid+3 Dodge+1 Sword+1
inv: Flint knife, Furry leather boots, Bronze vambraces, healing 6 wand, Pierced padded coat, fire hardened spear
Training:
Micelus - floating skull that trasmutes
Tough-2 Endurance+2 Int+4 Cha+1
Skills: Stoneworker+1 Morpher+3 Dodger+2
Abilities: Levitate Nosleep Telekenesis Morpher
Adwarf - Rarg the Vampirespawn Minotaur
Str+5 Cha+5
Skills: Twohander+6 Herding+4
Abilities: Vampirebite, Unliving, War axe bond (+1 skill with this war axe)
Training: 150/200 puppetry
Inv: Longbow, warax, arrows
Rule changes for my ease of play: lighting is either dark or lighted, no gradient. Moods are on vacation untill im more confident im not missing other things. No gradual distinction on ground types, everything probably counts as smoothed floor and does not slow you down.