WFRP2e 2525 Albrecht Mueller: Difference between revisions

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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 15:26, 8 December 2014

back

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