Difference between revisions of "40KCharacterTemplate"

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(Talents)
(Talents)
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==Talents==
 
==Talents==
  
Packing Iron (-5 all tests when without firearm)  
+
Packing Iron (-5 all tests when without firearm)  
Way of the Gun (+5 BS / Pistol Training (SP) / +5 tech use (int) projectile firearms)
+
 
Caves of Steel (Tech Use (Int) is a basic skill)
+
Way of the Gun (+5 BS / Pistol Training (SP) / +5 tech use (int) projectile firearms)
Hivebound (-10 Survival (Int) and -5 all (Int) tests when outside "proper hab")
+
 
Wary (+1 initiative)
+
Caves of Steel (Tech Use (Int) is a basic skill)
Two-Weapon Wielder (Ballistic) (Full action to attack with two ballistic weapons at -20)  
+
 
Mighty Shot (+2 damage with ranged attacks)
+
Hivebound (-10 Survival (Int) and -5 all (Int) tests when outside "proper hab")
Quick Draw (Ready as a free action)  
+
 
Lightning Reflexes (Add twice (Agi) bonus to initiative rolls)
+
Wary (+1 initiative)
Rapid Reload (Reload times reduced by half)  
+
 
Deadeye Shot (Called shots are -10 (BS))  
+
Two-Weapon Wielder (Ballistic) (Full action to attack with two ballistic weapons at -20)  
Sharpshooter (No penalties for called shots)
+
 
Ambidextrous (Use either hand equally well)  
+
Mighty Shot (+2 damage with ranged attacks)
Talented (Tracking) (+10 to Tracking)
+
 
Dual Shot (Fire two pistols as a full action with single BS test)  
+
Quick Draw (Ready as a free action)  
Talented (Shadowing) (+10 to Shadowing)
+
 
Hard Target (When charging or running, BS tests to hit you are -20)  
+
Lightning Reflexes (Add twice (Agi) bonus to initiative rolls)
Marksman (*Elite) (No penalties for firing at long or extreme range)
+
 
Crack Shot (+2 damage when ranged attack causes critical damage)
+
Rapid Reload (Reload times reduced by half)  
Leap Up (Stand up as free action)  
+
 
Heightened Senses (Sight) (+10 to sight-based tests)
+
Deadeye Shot (Called shots are -10 (BS))  
Pistol Training (SP)
+
 
Pistol Training (Las)
+
Sharpshooter (No penalties for called shots)
Basic Weapon Training (Las)
+
 
Basic Weapon Training (SP)
+
Ambidextrous (Use either hand equally well)  
Melee Weapon Training (Prim)
+
 
Exotic Weapon Training (Exitus Rifle)
+
Talented (Tracking) (+10 to Tracking)
Exotic Weapon Training (Exitus Pistol)
+
 
 +
Dual Shot (Fire two pistols as a full action with single BS test)  
 +
 
 +
Talented (Shadowing) (+10 to Shadowing)
 +
 
 +
Hard Target (When charging or running, BS tests to hit you are -20)  
 +
 
 +
Marksman (*Elite) (No penalties for firing at long or extreme range)
 +
 
 +
Crack Shot (+2 damage when ranged attack causes critical damage)
 +
 
 +
Leap Up (Stand up as free action)  
 +
 
 +
Heightened Senses (Sight) (+10 to sight-based tests)
 +
 
 +
Pistol Training (SP)
 +
 
 +
Pistol Training (Las)
 +
 
 +
Basic Weapon Training (Las)
 +
 
 +
Basic Weapon Training (SP)
 +
 
 +
Melee Weapon Training (Prim)
 +
 
 +
Exotic Weapon Training (Exitus Rifle)
 +
 
 +
Exotic Weapon Training (Exitus Pistol)
  
 
==Traits==
 
==Traits==

Revision as of 23:40, 24 June 2011

  • Name: Alaric Flynn
  • Rank: 9 (Ascended)
  • Careers: Guardsman - The Art of Death - Vindicare Assassin
  • Background:
  • Appearance:


Characteristics

  • WS: 60
  • BS: 69
  • S: 35
  • T: 44
  • Ag: 63
  • Int: 25
  • Per: 40
  • WP: 37
  • Fel: 25


  • Wounds: 18
  • Fate Points: 2
  • Corruption: 25
  • Insanity: 29


  • Total XP Spent: 13, 150
  • Unspent XP: 550
  • XP to next rank:


Armour

  • Head: 3
  • R. Arm: 3
  • L. Arm: 3
  • Body: 3
  • R. Leg: 3
  • L. Leg: 3


Skills

Awareness (Per): +20

Barter (Fel)

Carouse (T)

Charm (Fel)

Climb (S): +10

Command (Fel)

Concealment (Ag) : +20

Contortionist (Ag)

Deceive (Fel)

Disguise (Fel)

Dodge (Ag): +10

Evaluate (Int)

Gamble (Int)

Inquiry (Fel)

Intimidate (S): T

Logic (Int)

Scrutiny (Per)

Search (Per)

Shadowing (Agi): T

Silent Move (Ag): +10

Speak Language <Metallican Hive Dialect> (Int): T

Speak Language <Low Gothic> (Int): T

Swim (S): T

Tech-Use (Int)

Tracking (Int): T

Talents

Packing Iron (-5 all tests when without firearm)

Way of the Gun (+5 BS / Pistol Training (SP) / +5 tech use (int) projectile firearms)

Caves of Steel (Tech Use (Int) is a basic skill)

Hivebound (-10 Survival (Int) and -5 all (Int) tests when outside "proper hab")

Wary (+1 initiative)

Two-Weapon Wielder (Ballistic) (Full action to attack with two ballistic weapons at -20)

Mighty Shot (+2 damage with ranged attacks)

Quick Draw (Ready as a free action)

Lightning Reflexes (Add twice (Agi) bonus to initiative rolls)

Rapid Reload (Reload times reduced by half)

Deadeye Shot (Called shots are -10 (BS))

Sharpshooter (No penalties for called shots)

Ambidextrous (Use either hand equally well)

Talented (Tracking) (+10 to Tracking)

Dual Shot (Fire two pistols as a full action with single BS test)

Talented (Shadowing) (+10 to Shadowing)

Hard Target (When charging or running, BS tests to hit you are -20)

Marksman (*Elite) (No penalties for firing at long or extreme range)

Crack Shot (+2 damage when ranged attack causes critical damage)

Leap Up (Stand up as free action)

Heightened Senses (Sight) (+10 to sight-based tests)

Pistol Training (SP)

Pistol Training (Las)

Basic Weapon Training (Las)

Basic Weapon Training (SP)

Melee Weapon Training (Prim)

Exotic Weapon Training (Exitus Rifle)

Exotic Weapon Training (Exitus Pistol)

Traits

Transition Package

Mastered Skills

Paragon Talents

Ascended Traits

Minor Psychic Powers

Major Psychic Powers

Ascended Psychic Powers

Gear

Background