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...")
 
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! IP
 
! IP
 
|-
 
|-
| 67 || 53 || 49 (5) || 45 (4) || 49 || 38 || 56 || 50 || 12 || 3 || 4 || 0 || 2 || 2  
+
| 67 || 53 || 49 (4) || 45 (4) || 49 || 38 || 56 || 50 || 12 || 2 || 4 || 0 || 2 || 2  
 
|}
 
|}
  
 
= 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 =  
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%)
+
= Trappings =
 
+
2 Swords
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)
+
Lance
  
Suave (+5% Fel)
 
 
Swashbuckler (Jump/Leap as 1/2 action; +1y to jump distances)
 
 
Wrestling (+10% WS and S tests when grappling)
 
 
= Trappings =
 
 
Shield
 
Shield
  
Riding Horse with Saddle and Harness
+
Heavy Armour (Full Plate Armour)
  
Main Gauche
+
Silver Comet Medallion
  
Rapier
+
Silken Clothing
  
BC Hand Weapon ("Hordebreaker", Gromril Battleaxe)
+
Destrier with Saddle and Harness
 
 
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
+
A Sling Bag
  
Best Craftsmanship Wide-Brimmed Hat (10 gc)
+
A Blanket
  
Best Craftsmanship Knuckledusters (10 gc)
+
A Wooden Tankard
  
Bolas x5 (35s)
+
A Wooden Cutlery Set
  
Healing Draughts x5 (25gc)
+
45 Gold Crowns
  
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.
+
The Uneasy Feeling that the Other Shoe is Bound to Drop Sooner or Later

Latest revision as of 08:26, 8 December 2014

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Sir Albrecht Müller

Characteristics[edit]

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

Skills[edit]

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[edit]

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[edit]

2 Swords

Lance

Shield

Heavy Armour (Full Plate Armour)

Silver Comet Medallion

Silken Clothing

Destrier with Saddle and Harness

A Sling Bag

A Blanket

A Wooden Tankard

A Wooden Cutlery Set

45 Gold Crowns

The Uneasy Feeling that the Other Shoe is Bound to Drop Sooner or Later