Tuesday, November 6, 2012

Jesse Hooker from 'Near Dark'

Jesse Hooker





F: Rem (30)
A: Ex (20)
S: Rem (30)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Rm (30)

Health: 130
Karma: 90
Popularity: 0
Resources: Pr (4) to Typ (6) (See Below)

Talents:
Jesse has lived at least 150 years, possibly a little older, and as such, has picked up a few talents:
Occult Lore: It is believed Jesse knows how the vampires of Near Dark were created, and may know much more
Military: Jesse was a member of the CSA.
Marksman*: Jesse is a marksman with his colt
Leadership*: Jesse is a leader, and has the natural charisma to form a 'family' around him
Knowledge: New West: Jesse knows the byways of the New American West, and is capable of using that knowledge for hunting, travelling, and theft
Thief*
Guns

Powers:
Vampire: Jesse is a vampire, and has many powers he shares with his companions. Unlike other forms of vampirism, Jesse's vampirism does not grant him superhuman speed, transformational powers, or hypnotic control, instead it grants him the following:
- Immortality*: Unless Jesse is mortally killed (See weaknesses), Jesse is functionally immortal.
- Invulnerability*: Jesse cannot be affected by disease, toxins, aging, or stun effects. Jesse is considered 'Immune' from such damage or effects.
- Ignore Pain: Jesse can simply ignore the pain from traditional non-silver and non-lethal attacks, allowing bullets to tear into him without causing permanent damage (as seen in a classic scene with him spitting a bullet out).
- Heightened Senses: Jesse and his pack have enhanced senses, ranging to Ex (20) sense of hearing, smell, and sight.
- Regeneration*: Jesse and his pack can regenerate even the most serious of damage with Rm (30) ability, including regaining lost endurance ranks without requiring blood. Jesse's body will repair itself without needing blood like other vampires require.
- Immunity to vampiric weaknesses: Jesse and his kind are immune from many of the traditional weaknesses, such as garlic and holy symbols, casting no reflection, and the inability to cross running water.

Contacts:
Jesse's Pack

Limitations:
Vampiric Weaknesses: Jesse and his pack suffer +2cs damage from natural sunlight, which causes them to suffer horrendous burns (which can heal over time). While in direct unprotected sunlight, Jesse's kind suffers the +2 cs damage and begins to lose endurance ranks for every 10 rounds in sunlight, which cannot be healed easily (usually requiring weeks and/or blood). Jesse and his kind can operate even to within 10% of their health unhindered, but suffer the 'HIdeous' limitation (As they are horribly covered in burns).

Vengeful: Jesse never, ever forgets a wrong, nor will he simply allow trespasses to go unpunished.

Devoted: Jesse is incredibly devoted to his pack, and is very selective who gets added to the point of killing anyone who attempts to bond with them. In addition, Jesse will not tolerate betrayal (See above).

Silver: Jesse and his kind suffer an additional +1cs to silver weapons.

Reversal: While it worked for a few, reversing Jesse's kind of vampirism is possible if the individual has only recently been 'turned', or based more on their personality and spirit. The reversal requires a Psyche FEAT at Ex (20) intensity and a full blood transfusion. Note: It is very doubtful that most of Jesse's pack could be restored this way.

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