Editing WFRP2e 2525 Albrecht Mueller
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= Talents = | = Talents = | ||
+ | Savvy (+5% Intelligence) | ||
− | + | Night Vision (see up to 30y in natural darkness) | |
− | + | Ambidextrous (make attacks with either hand without -20% penalty) | |
− | Disarm | + | 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 = | = 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) | |
− | The | + | 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. |