Difference between revisions of "WFRP2e 2525 Albrecht Mueller"

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(Created page with "[http://wiki.rpg.net/index.php/WFRP2e_In_The_Year_2525 back] '''Sir Albrecht Müller''' = Characteristics = {| border="1" cellpadding="5" ! WS ! BS ! S (SB) ! T (TB) ! Ag...")
 
m (Skills)
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= Skills =
 
= Skills =
Academic Knowledge (Magic/Necromancy) [51/51]
+
Academic Knowledge (Strategy/Tactics),
  
Charm [53]
+
Animal Care
  
Common Knowledge (The Empire) [51]
+
Command
  
Dodge Blow +20 [90]
+
Common Knowledge (the Empire, Tilea, Kislev, the Chaos Wastes)
  
Evaluate [51]
+
Consume Alcohol
  
Gamble [51]
+
Dodge Blow
  
Gossip +20 [73]
+
Drive
  
Haggle [53]
+
Gamble
  
Intimidate +20 [81]
+
Gossip
  
Perception +10 [61]
+
Haggle
  
Ride [70]
+
Intimidate
  
Search [51]
+
Perception
  
Silent Move [70]
+
Secret Language (Thieves' Tongue, Battle Tongue)
  
Sleight of Hand [70]
+
Speak Language (Reikspiel, Tilean)
  
Speak Language (Reikspiel) [51]
+
Swim
  
 
= Talents =  
 
= Talents =  

Revision as of 08:18, 8 December 2014

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Sir Albrecht Müller

Characteristics

WS BS S (SB) T (TB) Ag Int WP Fel W A M Mag FP IP
67 53 49 (5) 45 (4) 49 38 56 50 12 3 4 0 2 2

Skills

Academic Knowledge (Strategy/Tactics),

Animal Care

Command

Common Knowledge (the Empire, Tilea, Kislev, the Chaos Wastes)

Consume Alcohol

Dodge Blow

Drive

Gamble

Gossip

Haggle

Intimidate

Perception

Secret Language (Thieves' Tongue, Battle Tongue)

Speak Language (Reikspiel, Tilean)

Swim

Talents

Savvy (+5% Intelligence)

Night Vision (see up to 30y in natural darkness)

Ambidextrous (make attacks with either hand without -20% penalty)

Disarm (on hit, instead of damage, roll Opposed Ag test; success disarms opponent of manufactured weapon which can be picked up with a Ready action)

Etiquette (+10% to Charm/Gossip tests when dealing with nobility, also applies in other situations when etiquette is important)

Fleet Footed (+1 M)

Lightning Parry (during Swift Attacks, sacrifice 1 attack to make another Parry)

Lightning Reflexes (+5% Ag)

Master Gunner (reduce Reload times of all black powder weapons by 1/2 action, stacks with Rapid Reload)

Menacing (+10% Intimidate and Torture tests)

Mighty Shot (+1 damage with ranged weapons)

Quick Draw (1/round take a Ready action as a Free Action)

Rapid Reload (reduce Reload times of all weapons by 1/2 action, stacks with Master Gunner, weapons with Free Action reloads can be used for Swift Arracks)

Sharpshooter (+20% to hit with ranged attacks after aiming instead of +10%)

Sixth Sense (GM rolls your WP to warn you of danger)

Specialist Weapon Group (Entangling, Fencing, Gunpowder, Longbow, Parrying, Two-Handed)

Street Fighting (+10% WS and +1 damage when fighting unarmed)

Strike Mighty Blow (+1 damage with melee attacks)

Strike to Injure (+1 Critical Value with melee attacks)

Strike to Stun (on hit, instead of damage, roll S test; if passed, opponent rolls T test w/ +10% per point of Armor on the head. Failure means they are stunned for 1d10 rounds)

Suave (+5% Fel)

Swashbuckler (Jump/Leap as 1/2 action; +1y to jump distances)

Wrestling (+10% WS and S tests when grappling)

Trappings

Shield

Riding Horse with Saddle and Harness

Main Gauche

Rapier

BC Hand Weapon ("Hordebreaker", Gromril Battleaxe)

BC Great Weapon (Elven Battleaxe)

BC Elfbow

BC Hochland Long Rifle

BC Pistol x2

Crossbow Pistol w/ 10 bolts

Best Craftsmanship Hand Weapon (Longsword)

4 Throwing Knives/Stars Heavy Armour (Full Plate Armour) 10 yards of Rope

56 gc

Best Craftsmanship Wide-Brimmed Hat (10 gc)

Best Craftsmanship Knuckledusters (10 gc)

Bolas x5 (35s)

Healing Draughts x5 (25gc)

Isolde typically goes around with her sword, axe, pistols and armor, along with the knuckledusters and bolas for subduing the enemy. The long weapons like the elven battle-axe, long rifle and elfbow are kept on her horse's back until they're needed.