Difference between revisions of "Kaius Delaque"

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(Skills)
(Talents)
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== Talents ==
 
== Talents ==
*Basic Weapon Training (SP)
+
*Basic Weapon Training (Universal)<br>
*Cult Briefing (Pleasure cults; Decadence)
 
*Disarm
 
*Exotic Weapon Training (Neuro-Gauntlet)
 
*Hard Target
 
*Jaded
 
*Leap Up
 
*Melee Weapon Expertise
 
*Mighty Shot
 
*Nerves of Steel
 
*Peer (Cult (Death Cult))
 
*Pistol Training (SP)
 
*Quick Draw
 
*Resistance (Fear)
 
*Resistance (Poisons)
 
*Sound Constitution x5
 
*Step Aside
 
*Storm of Blows (Ambidextrous, Dual Strike, Lightning Attack, Swift Attack, Two-weapon Wielder (Melee))
 
*Total Recall
 
*Unremarkable
 
*Wall of Steel
 
  
 
== Traits ==
 
== Traits ==

Revision as of 16:42, 11 May 2013

Stats

Character Name Player Name Career Path Rank Experience Home World
Kaius Delaque Mr Adventurer Arch-Militant 2 7000 Noble Born
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Wounds Fate Insanity Corruption
67 32 32 (4) 30 60 (12) 33 35 43 53 17 3 31 13

Skills

Acrobatics (Ag)

Additional Untrained Basic Skills

Talents

  • Basic Weapon Training (Universal)

Traits

  • Blessed Ignorance - -5 to Forbidden Lore Tests
  • Hagiography - Common Lore (Imperial Creed, Imperium, War) are Basic Skills
  • Liturgical Familiarity - Literacy, Speak Language (High Gothic) are Basic Skills
  • Superior Origins - +3 WP
  • Unnatural Agility (x2) - Agility Bonus 12

Combat Stats

Weapon Name Skill Class Range Rate of Fire Damage Penetration Clip Reload Special Weight Rarity
Blades of the House 77% Melee - - 1d10+10 E 7 - - Balanced, Power Field 3.5 Very Rare
Neuro-Gauntlet 77% Melee - - 1d10+5 R 9 - - Tearing, Toxic, Special 2.5 Extremely Rare
Neural Whip 77% Melee 3m - 1d10+6 R 1 - - Flexible, Shocking 4 Rare
Orthlak Mk IV Autopistol 32% Pistol 30m S/-/6 1d10+6 I 3 12 Full Reliable 2.5 Scarce
Nomad 42% Basic 250m S/-/- 1d10+7 I 3 4 Full Accurate, Reliable 10.5 Very Rare
Mono Combat Knife 77% Melee - - 1d5+8 R 3 - - - 0.8 Average
  • Initiative Bonus: +12
  • Movement: 6/12/18/36
  • Wounds: 17
  • TB: 3
  • Armor: Head 4; Arms, Body, Legs 5
  • Dodge: 80%
  • Parry: 67%, 77% with a Blade of the House

Equipment

Bionics

  • "Emperor's Forge" bionic augmentation
    • BQ subskin armour (+2 AP to arms, body, legs), cranial armour (+1 AP to head), muscle grafts (+1 SB) and cranial-implant psy-jammer (+20 vs Psy Powers and +10 vs possession). The Quality improvements go toward making the implants as unobtrusive as possible.
      • After they offered him employment with the Inquisition, the agents of the Ordos arranged for Tai to be strengthened in mind and body.

Weapons

  • Blades of the House
    • Two Best-Quality Power Swords with the Mono enhancement.
    • Melee, 1d10+6 E, Pen 6, Balanced, Power Field, +10 WS to hit, 3.5kg
      • Legend has it that the House of Blades death cult was set up specifically to honour these swords and see that they were put to good use in the name of the Emperor.
  • Neuro-Gauntlet
    • Best-Quality.
    • 1d10+1 R, Pen 8, Tearing, Toxic (also reduce all Characteristics by half for 1d5 minutes), +10 WS to hit, 2.5kg
      • After Tai's sixth successful assassination for the Holy Ordos, they presented him with this weapon and dramatically stepped up the difficulty of his targets. The craftsmanship is exquisite and the adamantine blades, when retracted, can be hidden under a large pair of heavy forearm gloves or gauntlets.
  • Neural Whip
    • Best-Quality.
    • Range 3m, 1d10+1 R, Pen 0, Flexible, Shocking, +10 WS to hit, 4kg.
      • An electro-whip designed to slice flesh.
  • Combat Monoknife
    • Best-Quality.
    • 1d5+4 R, Pen 2, +10 WS to hit, 0.8kg.
      • A large knife that Tai will always try to have on his person
  • Orthlak Mk IV Autopistol
    • Good-Quality, silencer, red-dot sight, loaded with manstoppers.
    • Pistol, range 30m, S/-/6, 1d10+4 I, Pen 3, Clip 12, Reload Full, Reliable, 3kg.
      • A well-made heavy machine pistol loaded with armour-piercing rounds; rarely actually used.
  • Nomad Hunting Instrument
    • Holo-visor sight.
    • Basic, Range 250m, S/-/-, 1d10+5 I, Pen 3, Clip 4, Reload Full, Accurate, Reliable, 10.5kg.
      • Part of the payment from one of the clients of the House of Blades. The House is not as strict as the Moritat, with their unhealthy obsession with using only edges to slay - and Tai has a a more pragmatic approach in any case. It is fitted with a holographic dot sight linked to a targeting eyepiece.

Armour

  • Night's Cloak
    • Best-Quality Synskin with Cameleoline upgrade.
    • +30 to Concealment Tests; +10 to Silent Move Tests; invisible to infra-red goggles and Dark Sight; if wearer remains stationary he counts as being 1 Range Category further away when shot at.
    • All locations: 3 AP
      • The House of Blades traditionally provides this to its Blademaster on his ascension to the rank.

Other Equipment

2 BQ Grapnels in wrist mounts GC photo-visor Rebreather + refills Injector + 3 doses of Slaught Micro-bead Badge of office (luminen tattoo on neck, has two activations - one which shows his law enforcement credentials, and a second which shows his affiliation with the Inquisition) BQ Stummers Clip Harness BQ Disguise Kit Multikey Auspex

  • Many different outfits
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Experience Spent

Simple WS (250)
Intermediate WS (500)
Trained WS (750)
Expert WS (1000)
Simple BS (100)
Simple Fel (100)
Intermediate Fel (250)
Trained Fel (500)
Expert Fel (750)
Simple Ag (100)
Intermediate Ag (250)
Trained Ag (500)
Expert Ag (500)
Simple WP (250)
Intermediate WP (500)
Simple Int (250)
Simple Per (250)
Sound Constitution x5 (500)
Tech-Use (200)
Disguise +20 (300)
Dodge +20 (200)
Deceive +20 (200)
Acrobatics +20 (300)
Charm +20 (300)
Lip Reading (100)
Security +20 (300)
Search +10 (200)
Sleight of Hand +20 (300)
Intimidation +10 (200)
Inquiry (100)
Gamble (100)
Carouse +20 (300)
Awareness +20 (200)
Scrutiny (200)
Cult Briefing (Pleasure cults) (400)
Step Aside (200)
Heightened Senses (Sight) (100)
Total Recall (100)
Mighty Shot (200)
Wall of Steel (100)
Jaded (200)
Nerves of Steel (200)
Leap Up (100)
Disarm (200)
Hard Target (100)
Resistance (Poisons) (100)
Quick Draw (100)
Resistance (Fear) (100)
Melee Weapon Expertise (500) (Primitive, Chain, Shock, Power)
Unnatural Agility (x2) (1000)
Storm of Blows (500) (Ambidextrous, Dual Strike, Lightning Attack, Swift Attack, Two-weapon Wielder (Melee))
Stealth Mastery (500) (Concealment, Silent Move, Shadowing)
Exotic Weapon Training (Neuro-gauntlet) (500)
Skill Specialties: Concealment, Shadowing, Silent Move (300)
Literacy (200)

Arch-Militant

WS 61 (25 + 20 + 6 Origin + 10 Intermediate) BS 33 (25 + 8) S 35 (25 + 10) T 40 (25 + 10 + 5 Simple) Ag 58 (25 + 20 + 3 Origin + 10 Intermediate) Int 37 (25 + 9 + 3 Origin) Per 31 (25 + 9 - 3 Origin) WP 35 (25 + 15 - 5 Origin) Fel 41 (25 + 9 + 2 Origin + 5 Simple)

Wounds 11 FP 3 Insanity 4 Corruption 2

[B]Talents[/B] Ambidextrous Basic Weapon Training (Universal) Crushing Blow Decadence Leap Up Melee Weapon Training (Universal) Nerves of Steel Peer (Nobility) Peer (Mercantile) Pistol Weapon Training (Universal) Quick Draw Sound Constitution Thrown Weapon Training (Universal)

[B]Traits[/B] Melee Weapon Master (+10 to hit, +2 Damage, +2 Initiative)

[B]Skills[/B] Acrobatics (Ag) Awareness (Per) +10 Barter (Fel) Carouse (T) Command (Fel) Common Lore (War) (Int) Dodge (Ag) +10 Forbidden Lore (Xenos) (Int) Intimidate (S) Literacy (Int) Medicae (Int) Pilot (Personal) (Ag) Pilot (Spacecraft) (Ag) Scholastic Lore (Beasts) (Int) Scholastic Lore (Tactica Imperialis) +10 (Int) Secret Tongue (Military) (Int) Secret Tongue (Rogue Trader) (Int) Speak Language (Low Gothic) (Int) Tracking (Int) Trade (Armourer) (Ag) [I]Extra Untrained Basic Skills[/I] Literacy (Int) Speak Language (High Gothic) (Int)

[B]Weapons[/B] Mordian-pattern Power Sword (Melee, Dam 1d10+12 E, Pen 5, Balanced, Power Field)

2 Bolt Pistols (Pistol, Range 30m, RoF S/2/-, Dam 1d10+5 X, Pen 4, Tearing)

Good-Craftsmanship Mono Groxwhip (Melee, Range 3m, Dam 1d10+10 R, Pen 2, Flexible, Tearing)

Knife (Melee or Thrown, Range 5m, Dam 1d5+7 (1d5+3 Thrown) R, Pen 0, Primitive)

Frag Grenade (1) (Thrown, Range 12m, Dam 2d10 X, Pen 0, Blast 4)

Smoke Grenade (1) (Thrown, Range 12m, Smoke)

[B]Armour[/B] Enforcer light carapace and Combat Shield (Head, Right Arm, Legs: 5; Left Arm, Body: 8)

[B]Weapons Locker[/B] [I]Generally carried by Jarvis, the gunsman[/I] Lasgun with Melee Attachment and Overcharge Pack Laspistol with Overcharge Pack Shotgun with Melee Attachment, loaded with Blazer Ignitius Shotgun Shells Autopistol Stub Automatic Frag Grenades (3) Smoke Grenades (3)

[B]Other possessions[/B] [I]Normally equipped[/I] Grapplehawk Microbead Bolt shell keepsake Injector 3 doses of Stimm Chrono Filtration Plugs Lho-sticks Dataslate Drop Harness Grapnel [I]Also available[/I] Void suit Medikit Manacles Backpack Survival Suit Ration Packs and Recaf Lamp pack Pict recorder Shipboard Emergency Kit

[sblock=Behind the curtain] [B]Acquisitions[/B] Flip Belt (Single +30, Extremely Rare -30) Two items of Very Rare or lower: Grapplehawk (Very Rare); Mordian-pattern Power Sword (Very Rare)

[B]XP expenditures[/B] [I]Rank 1[/I] Origin Path 650 Basic WS 100 Awareness 100 Literacy 100 Ambidextrous 200 Medicae 200 Basic Ag 100 Pilot (Spacecraft) 150 Pilot (Personal) 150 Command 150 Carouse 300 Intermediate Ag 250 Intermediate WS 250 Total 2700 [I]Rank 2[/I] Acrobatics 200 Awareness +10 200 Dodge +10 200 Tracking 200 Crushing Blow 500 Simple T 250 Simple Fel 250


Total 4500 Remain 0