There Wont Be Anything Left/Characters/Alexander Schuttwulf

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Revision as of 21:22, 15 July 2011 by Rathmun (talk | contribs) (Gear)
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Name

Chatacter Name Alexander Schuttwulf Player Name Rathmun
Career Arch Militant Rank 4 Homeworld homeworld goes here Motivation "I failed in my duty once, It won't happen again"
Description A Man of middling height, Dark eyes gaze out from a face that was clearly handsome once, but is now marred by scars that appear to have been caused by shrapnel. His right arm is a prosthetic, presumably due to the same injuries. He wears a coat bearing the livery of the Wulfenbach house retainers over a suit of carapace armor.
Experience spent 13,000 Wounds 10+4 Fate points 3 Insanity 3
Experience total 13,000 Damage 0 spent 0 Corruption 0

Characteristics

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
36 68 51 40 60 35 39 45 40

Skills

Skill(stat) Basic Trained +10% +20% Bonus
Acrobatics(Ag)
Awareness(Per) X X X
Barter(Fel)
Blather(Fel)
Carouse(Fel)
Charm(Fel)
Chem-use(Int)
Ciphers(Int)
Climb(Str)
Command(Fel) X
Commerce(Fel)
Common Lore(Int)
Imperial Creed X
Imperium X
War X X X
group4
Concealment(Ag)
Contortionist(Ag)
Deceive(Fel)
Demolition(Int)
Disguise(Fel)
Dodge(Ag) X
Drive(Ag)
group1
group2
group3
Evaluate(Int)
Forbidden Lore(Int) Blessed Ignorance: -5 to all
group1
group2
group3
group4
Gamble(Int)
Inquiry(Fel) X
Interrogation(Wil)
Intimidate(Str, Int, or Fel) X X X
Invocation(Wil)
Literacy(Int) X
Skill(stat) Basic Trained +10% +20% Bonus
Logic(Int)
Medicae(Int) X
Navigation(Int)
group1
group2
Performer(Fel)
Pilot(Ag)
group1
group2
Psyniscience(Per)
Scholastic lore(Int)
Tactica Imperialis X X X
group2
group3
Scrutiny(Per)
Search(Per)
Secret Tongue(Int)
Military X
group2
group3
Security(Ag)
Shadowing(Ag)
Silent Move(Ag)
Sleight of Hand(Ag)
Speak Language(Int)
High Gothic X
Low Gothic X
group3
Survival(Int)
Swim(Str)
Tech-Use(Int)
Tracking(Int)
Trade(varies)
group1
group2
group3
group4
Wrangling

Movement

Half move Full move Charge Run Base leap Base jump
ABx1 ABx2 ABx3 ABx6 SBx1m SBx20cm

Combat relevant rolls

  • Initiative +10
  • Single pistol shot 78%
  • Dual pistol shot 68+
  • +10% for semi auto
  • +30% for targets within 15m

Talents

Talent effect
Weapon Master (Pistols) +10 to hit, +2 damage, and +2 initiative when wielding a pistol
Quickdraw Draw weapons as free action
Armor of Contempt Reduce all corruption gain by 1 (min 0) ignore current corruption for 1 round with successful willpower test.
Paranoia +2 initiative, GM rolls secret awareness tests for hidden threats.
Hatred (traitors) +10 to all weapon skill tests vs.
Basic weapon training (universal) effect
Pistol weapon training (universal) effect
Melee weapon training (universal) effect
Thrown weapon training (universal) effect
Sound constitution x4 +4 wounds
Ambidextrous effect
Guardian switch places with ally within 2 meters instantly by sacrificing all actions from next round. may be performed at any time, even as an interrupt.
Two weapon wielder (ballistic) Make one attack with each as full action, take -20 on each (only -10 with ambidexterity)
True Grit Whenever I suffer critical damage, halve the result.
Rapid reload Halve all reload times, round down.
Rapid Reaction When surprised an agility test allows me to act normally.

Drawbacks

-10 interaction tests with those outside the imperium (aliens and traitors)

Will allow no serious offence to my honor and person, nor to that of those under my protection. Meet insult with insult, threat with threat, and violence with violence. (willpower test to avoid, difficulty at GM discretion)

Weaponry

Duplicate as desired for multiple weapons

Bolt pistol (x2)

Class Pistol Damage 1d10+5 Type Explosive Pen 4
Range 30m ROF S/2/- Clip 8 Reload full
Special Rules Tearing

Suppression Shield

Class Melee Damage 1d10 Type I Pen 2
Range N/A ROF N/A Clip N/A Reload N/A
Special Rules Defensive, Recharge, Shocking, +4AP to arm an torso. +15 parry, -10 attack.

Good Plasma pistol x4

Class Pistol Damage 1d10+6 Type Energy Pen 6
Range 30 ROF S/2/- Clip 10 Reload 3 full
Special Rules Overheats (on overheat roll 1d10, only actually overheats on a 10), can fire on maximum

(+1d10 damage, +2 pen, +10m range, consumes 3 ammo, gains recharge quality.)

weapon name

Class put class here Damage put damage here Type put type here Pen put pen here
Range put Range here ROF put ROF here Clip put Clip here Reload put Reload here
Special Rules put special rules here

Gear

  • 2x Bolt Pistols
  • 4x good quality plasma pistol (hope to convert to 2x twin linked plasma pistol at some point.)
  • Good Shield with mono-spikes
  • Good quality bionic right arm
  • Micro bead
  • Void suit
  • Enforcer light carapace (armor 5 all)
  • Bolt shell keepsake
  • Medikit
  • Manacles
  • Arms coffer

Experience expenditures

Item cost
4,500 XP spent to here
3 advances to BS 850
Awareness 100
Ambidextrous 200
Medicae 200
2 advances to Agility 350
2 advances to Strength 350
Guardian 500
7,050 XP spent to here
Two weapon wielder (ballistic) 200
True Grit 200
Common lore (War) +10 200
Sound constitution x3 600
Rapid reload 200
1 advance to BS 750
1 advance to Agility 500
1 advance to Strength 500
10,200 XP spent to here
Awareness +10 200
Awareness +20 200
Rapid Reaction 200
1 advance to Agility 750
2 advances to Fellowship 750
Scholastic Lore (tactica imperialis) +10 200
Scholastic Lore (tactica imperialis) +20 300
Command 200
13,000 XP spent to here