Difference between revisions of "WFRP2e 2525 Albrecht Mueller"

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m (Skills)
(Talents)
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= Talents =  
 
= Talents =  
Savvy (+5% Intelligence)
 
  
Night Vision (see up to 30y in natural darkness)
+
Ambidextrous (no penalty for using a weapon in his secondary hand)
  
Ambidextrous (make attacks with either hand without -20% penalty)
+
Coolheaded (+5 Willpower)
  
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)
+
Disarm
  
Etiquette (+10% to Charm/Gossip tests when dealing with nobility, also applies in other situations when etiquette is important)
+
Lightning Reflexes (+5 Agility)
  
Fleet Footed (+1 M)
+
Menacing (+10 to Intimidate and torture checks)
  
Lightning Parry (during Swift Attacks, sacrifice 1 attack to make another Parry)
+
Quick Draw (can use the ready action as a free action once per round)
  
Lightning Reflexes (+5% Ag)
+
Sharpshooter (+20 Aim bonus to missile weapons)
  
Master Gunner (reduce Reload times of all black powder weapons by 1/2 action, stacks with Rapid Reload)
+
Specialist Weapon Group (Cavalry),
  
Menacing (+10% Intimidate and Torture tests)
+
Street Fighting (+10 to unarmed WS checks, +1 to unarmed damage)
  
Mighty Shot (+1 damage with ranged weapons)
+
Strike Mighty Blow (+1 to damage rolls)
  
Quick Draw (1/round take a Ready action as a Free Action)
+
Strike to Stun
  
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)
+
Wrestling (+10 to WS and Strength on all grapple checks)
 
 
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 =
 
= Trappings =

Revision as of 08:19, 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

Ambidextrous (no penalty for using a weapon in his secondary hand)

Coolheaded (+5 Willpower)

Disarm

Lightning Reflexes (+5 Agility)

Menacing (+10 to Intimidate and torture checks)

Quick Draw (can use the ready action as a free action once per round)

Sharpshooter (+20 Aim bonus to missile weapons)

Specialist Weapon Group (Cavalry),

Street Fighting (+10 to unarmed WS checks, +1 to unarmed damage)

Strike Mighty Blow (+1 to damage rolls)

Strike to Stun

Wrestling (+10 to WS and Strength on all grapple checks)

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.