Difference between revisions of "Fred Walker"
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Regiment : Nova Pinnipedia 13th | Regiment : Nova Pinnipedia 13th | ||
− | XP Total | + | XP Total 5300 |
− | XP Spent | + | XP Spent 5150</pre> |
== Regiment == | == Regiment == | ||
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== Characteristics == | == Characteristics == | ||
<pre> WS : 28(2) = 20 base + 08 roll | <pre> WS : 28(2) = 20 base + 08 roll | ||
− | BS : | + | BS : 61(6) = 20 base + 14 roll + 02 regiment + 05 adv [100] + 05 grip + 05 adv [250] + 05 adv [500] + 05 milestone |
S : 29(2) = 20 base + 09 roll | S : 29(2) = 20 base + 09 roll | ||
T : 23(2) = 10 base + 10 roll + 03 regiment | T : 23(2) = 10 base + 10 roll + 03 regiment | ||
− | Ag : | + | Ag : 50(5) = 25 base + 15 roll + 05 adv [100] + 05 adv [250] |
Int : 31(3) = 20 base + 11 roll | Int : 31(3) = 20 base + 11 roll | ||
Per : 55(5) = 30 base + 14 roll + 06 regiment + 05 adv [100] | Per : 55(5) = 30 base + 14 roll + 06 regiment + 05 adv [100] | ||
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Fel : 31(3) = 25 base + 09 roll - 03 regiment | Fel : 31(3) = 25 base + 09 roll - 03 regiment | ||
− | Init : | + | Init : 7 |
Wounds : 9/9 | Wounds : 9/9 | ||
− | Hf Move : | + | Hf Move : 4 |
− | Fate : | + | Fate : 0/1</pre> |
== Comrat == | == Comrat == | ||
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== Skills == | == Skills == | ||
<pre>Speciality: | <pre>Speciality: | ||
− | Deceive : 31 = 31 base | + | Deceive : 31 = 31 base |
− | Trade(Cook) : | + | Trade(Cook) : 41 = 31 base +10 adv [200] |
− | Stealth : | + | Stealth : 100 = 50 base + 30 gear + 10 size + 10 adv[reg] (+ 30 conditional) |
Regiment: | Regiment: | ||
Survival : 55 = 55 base (+ 20 conditional) | Survival : 55 = 55 base (+ 20 conditional) | ||
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Linguistics (Low Gothic) illiterate | Linguistics (Low Gothic) illiterate | ||
Bought: | Bought: | ||
− | Dodge : | + | Dodge : 50 = 50 base [200] |
− | Acrobatics : | + | Acrobatics : 50 = 50 base [100] |
Awareness : 65 = 55 base [100] + 10 talent (+ 20 conditional)) | Awareness : 65 = 55 base [100] + 10 talent (+ 20 conditional)) | ||
Scrutiny : 55 = 55 base [100] | Scrutiny : 55 = 55 base [100] | ||
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Bought: | Bought: | ||
Stealth Sniper -- make stealth vs awareness test to remain hidden after taking a shot [300] | Stealth Sniper -- make stealth vs awareness test to remain hidden after taking a shot [300] | ||
− | Sharpshooter -- reduce called shot penalty by 10 [300]</pre> | + | Sharpshooter -- reduce called shot penalty by 10 [300] |
+ | Mighty Shot -- hf BS to dmg [400] | ||
+ | Giantkiller -- diff in size to dmg [400] | ||
+ | Excellent Cook -- +5 vs fear and pinning after trade(cook) test [200] | ||
+ | Tank Hunter -- BS to pen vs vehicles [300] | ||
+ | </pre> | ||
== Inventory == | == Inventory == | ||
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combat sustenance rations, two weeks’ supply | combat sustenance rations, two weeks’ supply | ||
+ | стальное кольцо с вплавленной золотой Ξ | ||
+ | серебряные цепочки с аквилами 2 шт | ||
+ | небольшой пакетик трав | ||
+ | патрон "Память" | ||
+ | |||
chrono | chrono | ||
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<pre> | <pre> | ||
Sniper Rifle Clips: | Sniper Rifle Clips: | ||
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Latest revision as of 08:58, 15 August 2021
Contents
Overview
Name : Fredie "The Sack" Walker Demeanour : Braggart Speciality : Ratling/Longshooter Regiment : Nova Pinnipedia 13th XP Total 5300 XP Spent 5150
Regiment
Nova Pinnipedia 13th Commanding Officer: Phlegmatic [1] +Starting Skills: Common Lore (Imperial Guard), Common Lore (War) Homeworld: Death World [3] +Characteristics: +3 Per, +3 T -Starting Skill: Linguistics (Low Gothic) +Starting Skill: Survival +Starting Talent: Light Sleeper or Lightning Reflexes or Resistance(Poisons) Wary of Outsiders +2 Wounds Regiment Type: Guerrilla Regiment [4] +Characteristics: +3 Per, -3 Fel +Starting Skills: Stealth +Starting Talent: Ambush Training Doctrine: Snipers [2] +Characteristics: +2 BS +Starting Talent: Marksman Special Equipment Doctrine: Covert Strike[5] Regimental Drawback: Cloud of Suspicion [-3] +Starting Talents: Enemy(Inquisition), Paranoia Additional Equipment: stummer [8] magnoculars [8] pict recorder [8] preysense common->good [5]
Characteristics
WS : 28(2) = 20 base + 08 roll BS : 61(6) = 20 base + 14 roll + 02 regiment + 05 adv [100] + 05 grip + 05 adv [250] + 05 adv [500] + 05 milestone S : 29(2) = 20 base + 09 roll T : 23(2) = 10 base + 10 roll + 03 regiment Ag : 50(5) = 25 base + 15 roll + 05 adv [100] + 05 adv [250] Int : 31(3) = 20 base + 11 roll Per : 55(5) = 30 base + 14 roll + 06 regiment + 05 adv [100] WP : 30(3) = 20 base + 10 roll Fel : 31(3) = 25 base + 09 roll - 03 regiment Init : 7 Wounds : 9/9 Hf Move : 4 Fate : 0/1
Comrat
Name : Samuel "Sam" Grower Demeanour : Bilious State : Spotter [250] -- may use comrade to make an aim action,and gain the benefits myself Set-up Shot [300] -- next shot cannot be dodged Weak Spot [400] -- DoS into Pen
Aptitudes
Agility Ballistic Skill Offence Fieldcraft Finesse Perception Willpower
Skills
Speciality: Deceive : 31 = 31 base Trade(Cook) : 41 = 31 base +10 adv [200] Stealth : 100 = 50 base + 30 gear + 10 size + 10 adv[reg] (+ 30 conditional) Regiment: Survival : 55 = 55 base (+ 20 conditional) Common Lore : 31 = 31 base Imperial Guard War Linguistics (Low Gothic) illiterate Bought: Dodge : 50 = 50 base [200] Acrobatics : 50 = 50 base [100] Awareness : 65 = 55 base [100] + 10 talent (+ 20 conditional)) Scrutiny : 55 = 55 base [100] Security : 31 = 31 base [300] (+30 conditional)
Talents & Traits
Speciality: Deadeye Shot -- reduce called shot penalty by 10 Heightened Senses (Sight, Smell, Taste) -- +10 on tests specifically involving this sense Weapon Training (Las, Solid Projectile) Size(3) -- +10 stealth, -10 to hit, -1 mov The Bigger They Are -- move hit location based on size difference Regiment: Light Sleeper -- character is always assumed to be awake for the purposes of awareness tests or surprise Ambush -- attacks against unaware targets inflict 1 bonus dmg per 2 DoS on the WS/BS test beyond the first Marksman -- no penalties for BS tests at long or extreme range Enemy(Inquisition) -- –10 penalty to Fel tests when dealing with this group Paranoia -- +2 init; GM may secretly Test using the character’s Perception to notice hidden threats Bought: Stealth Sniper -- make stealth vs awareness test to remain hidden after taking a shot [300] Sharpshooter -- reduce called shot penalty by 10 [300] Mighty Shot -- hf BS to dmg [400] Giantkiller -- diff in size to dmg [400] Excellent Cook -- +5 vs fear and pinning after trade(cook) test [200] Tank Hunter -- BS to pen vs vehicles [300]
Inventory
uniform set of poor weather gear knife flak vest{4kg} rucksack{2kg} mess kit and one water canteen blanket and one sleep bag rechargeable lamp pack{0.5kg} grooming kit{0.1kg} set of cognomen tags primer or instructional handbook{0.3kg} combat sustenance rations, two weeks’ supply стальное кольцо с вплавленной золотой Ξ серебряные цепочки с аквилами 2 шт небольшой пакетик трав патрон "Память" chrono micro-bead multikey mantrap field suture gas mask suit of synskin{2kg} -- +10 stealth, +2AP all, invisible to infra-red goggles and darksight set of preysense goggles{0.5kg} -- no penalties due to darkness, +20 to vision-based Perception Tests at night long las /w 4 charge packs good craftsmanship sniper rifle /w 4 clips {5kg} 2 blind grenades 2 stun grenades 2 frag grenades chameleoline cloak{0.5kg} -- +20 stealth, -30 BS to hit while i am stationary stummer{2kg} -- +30 stealth. charge 20/20 minutes magnoculars{0.5kg} pict recorder{1kg} 2 krak grenades(komissargabe) Armour: Item Location AP Flak Vest Body 3 Synskin All 2 Weapons: Item Class Range RoF DMG Pen Clip Rld Special Long-las Basic 150m S/-/- 1d10+3E 1 40 Full Accurate, Reliable, Felling(4), Lasgun Variable Setting modified stock -- +2 BS on hf aim, +4 on full aim custom grip -- +5 BS home materials -- +5 vs fear sacred inscription -- +10 vs pinning Sniper Rifle Basic 200m S/-/- 1d10+4I 3 20 Full Accurate, Reliable, Noise Baffles modified stock -- +2 BS on hf aim, +4 on full aim custom grip -- +5 BS home materials -- +5 vs fear sacred inscription -- +10 vs pinning
Ammo
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