Arch-Militant Vertix: Difference between revisions
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===Weapons and Upgrades=== | ===Weapons and Upgrades=== | ||
*2 Common-craftsmanship Bolt Pistols (Range: 30m, RoF: S/2/-, Dmg: 1d10+5 X, Pen: 4, Clip: 8, Full Rld, Tearing, 3.5 kg/ea) | |||
*Common-craftsmanship Solo Boltgun (Range: 100m, RoF: S/-/-, Dmg: 1d10+5 X, Pen: 4, Clip: 8, Full Rld, Accurate, Tearing, Reliable, 7 kg) | |||
*Good-craftsmanship Mono-Sword (Dmg: 1d10 R, Pen: 2, 2 kg) | |||
*Good-craftsmanship Thunder Hammer (Dmg: 2d10+4 E, Pen: 10, Power Field, Unwieldy, 15 kg) | |||
===Armor and Clothing=== | ===Armor and Clothing=== | ||
*Enforcer Light Carapace (5 AP All Locations, 15 kg) | |||
*Void Suit (allows user to survive in vacuum, 8 kg) | |||
===Cybernetics=== | ===Cybernetics=== | ||
===Tools and Consumables=== | ===Tools and Consumables=== | ||
Micro-bead (allows short-range comms up to 1 km, hampered by terrain and superdense materials) | |||
Keepsake (various benefits) | |||
Medikit (+20 to Medicae skill while carrying, 2 kg) | |||
Manacles (1 kg) | |||
Data-slate full of bounties (+50 Achievement Points during Military and Criminal Endeavors, .5 kg) |
Revision as of 16:13, 1 August 2014
Character
History
Lifepath
Stats
WS | BS | S | T | Ag | Int | Per | WP | Fel | Wounds | Fate Points | Insanity Points | Corruption |
---|---|---|---|---|---|---|---|---|---|---|---|---|
(4)5 | (4)5 | (4)0 | (4)0 | (4)0 | (3)5 | (4)5 | (3)6 | (2)8 | 14 | 3 |
Skills
- Common Lore (War) (Int)
- Dodge (Ag)
- Intimidate (S)
- Scholastic Lore (Tactica Imperialis) (Int)
- Secret Tongue (Military) (Int)
- Speak Language (Low Gothic) (Int)
- Survival (Int)
- Tracking (Int)
Talents
- Jaded: Never gain IP from ordinary horrors
- Melee Weapon Training (Primitive)
- Basic Weapon Training (Universal)
- Pistol Weapon Training (Universal)
- Melee Weapon Training (Universal)
- Thrown Weapon Training (Universal)
- Resistance (Fear): Gain +10 to Resistance Tests involving this factor
- Blood Tracker: Receive 100 Achievement Points for Criminal and Military Endeavors when capturing a bounty
Traits
- Paranoid: -10 to Skill Tests in formal surroundings
- Survivor: +10 to tests resisting Pinning or Shock
- Jealous Freedom: Must make a WP Test to avoid reacting violently when your freedom is threatened
Gear
Weapons and Upgrades
- 2 Common-craftsmanship Bolt Pistols (Range: 30m, RoF: S/2/-, Dmg: 1d10+5 X, Pen: 4, Clip: 8, Full Rld, Tearing, 3.5 kg/ea)
- Common-craftsmanship Solo Boltgun (Range: 100m, RoF: S/-/-, Dmg: 1d10+5 X, Pen: 4, Clip: 8, Full Rld, Accurate, Tearing, Reliable, 7 kg)
- Good-craftsmanship Mono-Sword (Dmg: 1d10 R, Pen: 2, 2 kg)
- Good-craftsmanship Thunder Hammer (Dmg: 2d10+4 E, Pen: 10, Power Field, Unwieldy, 15 kg)
Armor and Clothing
- Enforcer Light Carapace (5 AP All Locations, 15 kg)
- Void Suit (allows user to survive in vacuum, 8 kg)
Cybernetics
Tools and Consumables
Micro-bead (allows short-range comms up to 1 km, hampered by terrain and superdense materials) Keepsake (various benefits) Medikit (+20 to Medicae skill while carrying, 2 kg) Manacles (1 kg) Data-slate full of bounties (+50 Achievement Points during Military and Criminal Endeavors, .5 kg)