Jeeves Drathentor

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Jeeves Drathentor, Seneschal to Vlad

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Wooster & Jeeves

(Jeeves is on the right. Wooster aka Vlad is on the left.)

All the other kind of business

Thief


Stats:

WS 25
BS 25 +20 = 45
S 25
T 20 +20 = 40
Ag 28 +19 = 47
Int 25 +20 = 45
Per 25 +5 +5 = 35
WP 25 +16 = 41 
Fel 30
Fate Points: 0/3
Toughness: 10
Insanity: 15

Seneschal Starting Skills (And Attribute its based on):

Awarenes (per)
Common Lore [Underworld] (Int) - Well, when someone wants illegal goods, you have to know who to talk too.
Deceive (Fel) - How to lie believably
Dodge (Agil)
Evaluate (Int) - Make sure the goods your buying is the quality you demand.
Forbidden Lore [Archeotech] (Int) - Prizes from Humanity's lost past are worth more than their weight in gold.  Helps if you have a treasured piece of Archeotech, or some child's art project.
Inquiry (Fel) - Being able to ask the right questions to get the answers you want.
Literacy (Int) - Not many people can read in the 40th millennium, and this does allow you to read any language you can speak.
Speak Language [Low Gothic, Trader's Cant] (Int) - Able to talk with others... pretty self-explanatory.
Secret Lang: Rogue Trader (Int)
Security(Agil)
Silent Move(Agil)


Starting Talents :

Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)

Talents: - Unremarkable - Dark Soul - Resistance: Fear


More Stats:

Toughness: 8 +1d5 +1 = 10
Initiative: +5
Insanity: 3d5+1 = 15
Fate Points: 1d10 = 3


XP purchases:

100exp: Dodge (Agil)
100exp: Awareness (Perc)
100exp: Common Lore (Underworld) Int
100exp: Secret Language: Rogue Trader (Int)
100exp: Perception +5

Some mornings, motivation is hard to find.

Demotivational

Very Good, Sir

Lifepath:

Homeworld: Hive Born

-5 Toughness, +5 to Fellowship. - Hive Worlders treat crowds as simple, rather than difficult terrain. Running or Charging through a crowd can be done at no penalty. - Tech-Use skill as Untrained Basic -10 penalty to all Survival tests when not in a proper, civilized area. - 5 penalty to Intelligence in the same area. +1 bonus to Initiative.

Birthright: Scavenger - Unremarkable +3 Agility 1d5 Insanity points

Lure of the Void: Dark Visionary - 1d5+1 Insanity, but gain the Dark Soul Talent and a Forbidden Lore as a Trained Basic skill.

Trials and Travails: Dark Voyage The horror stories told in the hives of scum and villainy? Oh they're true all right... oh how they are true.

- Resistance (Fear) Talent. - An additional 1d5 Insanity.

Motivation: Prestige

  • going to get to the top of the Imperial Hierarchy, and woe anyone who gets in your way.

- Talented: Scrutinty

Acquisition: My own personal thieves/assassins  :D

Advancement Options:[edit]

Barter - 100XP
Commerce - 100XP
Charm - 100XP
Deceive - 100XP
Disguise - 100XP
Evaluate - 100XP
Forbidden Lore (Archeotech) - 100XP
Inquiry - 100XP
Literacy - 100XP
Performer - 100XP
Secret Tongue (Rogue Trader) - 100XP
Security - 100XP
Silent Move - 100XP
Sound Constitution (x2) - 200XP
Unremarkable - 200XP 
Weapon Skill - [2]
Ballistic Skill - [2]
Strength - [3]
Toughness - [2]
Agility - [2]
Intelligence - [1]
Perception - [1]
Willpower - [3]
Fellowship - [1]
[1] = 100XP / 250XP / 500XP / 750XP
[2] = 250XP / 500XP / 750XP / 1,000XP
[3] = 500XP / 750XP / 1,000XP / 2,500XP

Each attribute advance is worth a +5 to the attribute in question.

Spending a Fate Point allows for any one of the following:

Re-roll a failed test once. 
Gain a +10 bonus to a test, this must be selected before the dice are rolled. 
Add an extra degree of success to a test. 
Count as having a 10 for your Initiative. 
Instantly remove 1d5 Damage. (Non-Critical damage) 
Instantly recover from being Stunned.


Gear[edit]

Common Quality Inferno Gun

Weapon Class : Pistol
Range : 10m
Rate of Fire : Single Shot
Damage : 2d10+8 E (The letter at the end stands for Damage Type. E would be Energy)
Penetration : 13 (How much armor is ignored by the weapon. See what I meant about Anti-Vehicle?)
Clip : 3 (Yeah, only three shots. But powerful)
Reload : Full (It takes a full round action to reload the weapon)
Weight : 2.5kg

Pistol class weapons can be used 1 handed and in Melee combat if you find yourself unfortunately close to an opponent.

Just as a note, if you ever get an unmodified roll of 96-00 while firing this gun, that means an automatic miss and the gun becomes Jammed. To clear the Jam, it is a full round action which you have to make a successful Ballistic Skill test, then reload the weapon.

To fire this gun, it takes a half-action as its single shot. The most common way you'll spend the other half action in combat is by using the Aim action, which provides a +10 bonus to your Ballistic Skill test.

  • * * * *

Best Quality Hellgun

Weapon Class : Basic
Range : 110m
Rate of Fire : Single Shot/3 round Semi-Auto
Damage : 1d10 + 4 E
Penetration : 7
Clip : 30
Reload : 2 Full
Weight : 6kg

Basic class weapons are meant to be used 2 handed. They can be used 1 handed, but they suffer a -20 penalty to the attack roll.

Since this is a Best Quality weapon, it does not suffer from the same Jamming rule as above. Any natural 96-00 result just means its a miss.

Semi-Auto burst - This is a full round action which provides you with a +10 bonus to your Ballistic Skill. Also, for every 2 Degrees of Success with this weapon, you hit an additional time up to the maximum number of shots in the burst. Normally, firing a weapon in a burst increases the Jam threshhold by 2 (Making it 94 - 00), but since its a best quality weapon you don't have to worry about that!

  • * * * *

Finally, your squad of assassin/thieves/helpers total 8 members. They'll have pretty decent starting equipment and skills (Being Good Quality) which I'll have to come up with later, but to give a general idea of their competence, assume they're about 4th level assassins from Assassin Creed : Brotherhood. You can also obtain more goods for them later to help them out if you wish once we start doing some Acquisition tests (I'll also send you some information about those as well. )