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| WP 25 +16 = 41 | | WP 25 +16 = 41 |
| Fel 30 | | Fel 30 |
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− | Fate Points: 0/3
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− | Toughness: 10
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− | Insanity: 15
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| Seneschal Starting Skills (And Attribute its based on): | | Seneschal Starting Skills (And Attribute its based on): |
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| Each attribute advance is worth a +5 to the attribute in question. | | Each attribute advance is worth a +5 to the attribute in question. |
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− | Spending a Fate Point allows for any one of the following:
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− | Re-roll a failed test once.
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− | Gain a +10 bonus to a test, this must be selected before the dice are rolled.
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− | Add an extra degree of success to a test.
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− | Count as having a 10 for your Initiative.
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− | Instantly remove 1d5 Damage. (Non-Critical damage)
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− | Instantly recover from being Stunned.
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− | === Gear ===
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− | Common Quality Inferno Gun
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− | Weapon Class : Pistol
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− | Range : 10m
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− | Rate of Fire : Single Shot
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− | Damage : 2d10+8 E (The letter at the end stands for Damage Type. E would be Energy)
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− | Penetration : 13 (How much armor is ignored by the weapon. See what I meant about Anti-Vehicle?)
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− | Clip : 3 (Yeah, only three shots. But powerful)
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− | Reload : Full (It takes a full round action to reload the weapon)
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− | Weight : 2.5kg
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− | Pistol class weapons can be used 1 handed and in Melee combat if you find yourself unfortunately close to an opponent.
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− | 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.
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− | 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.
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− | * * * * *
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− | Best Quality Hellgun
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− | Weapon Class : Basic
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− | Range : 110m
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− | Rate of Fire : Single Shot/3 round Semi-Auto
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− | Damage : 1d10 + 4 E
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− | Penetration : 7
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− | Clip : 30
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− | Reload : 2 Full
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− | Weight : 6kg
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− | 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.
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− | 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.
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− | 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!
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− | * * * * *
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− | 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. )
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