Rikert Rolle

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I'd check my instruments if I were you. No-one in his right mind would lay a minefield in a place like...
~ Last words of Captain Forgus Merd
"Rickroll"
BellDavies.png
Rikert Rolle
GenderMale
HomeworldVin (Frontier World)
AffilationImperial Navy
SpecialtyExplosives
Armour

Head
14 (10+4)


R.Arm
12 (8+4)

L.Arm
12 (8+4)

Body
14 (10+4)


R.Leg
12 (8+4)

L.Leg
12 (8+4)



Insanity0
Corruption0
Wounds0 / 12
Fate3 / 3


Initiative5
Move5 / 10 + 5 / 15 / 30 (60)


Experience100 / 6300
Aptitudes
Frontier World / Imperial Navy / Assassin
Agility[Role]
Ballistic Skill[Homeworld]
Fieldcraft[Role]
Finesse[Role]
Intelligence[Role]
General
Perception[Role]
Tech[Background]

Description

Frontier World / Imperial Navy / Assassin

Rikert "Rickroll" Rolle was born on a frontier world of Vin, the third son of Administratum ordinate from the local spaceport. He joined Imperial Navy at the age of 16 and served as demolition specialist with naval Search and Recovery Service (SRS), tasked with search and recovery of downed aircraft or its valuable parts and modules (and, if they're lucky, pilots) in cases when situation allows, and destroying it, when salvaging and remote annihilation is impossible. Recently he got inducted into Inquisition's service by virtue of being one of the few survivors from the team sent to the crash-landed shuttle requisitioned by inquisitorial agents.

Characteristics

[800XP]
NameApt.Val.Notes
Weapon Skill (WS)03030
Ballistic Skill (BS)25035 + 10 [Pointbuy] + 5 [100XP]
Strength (S)03030
Toughness (T)04030 + 10 [Pointbuy]
Agility (Ag)25030 + 10 [Pointbuy] + 5 [100XP] + 5 [250XP]
Intelligence (Int)15030 + 15 [Pointbuy] + 5 [250XP]
Perception (Per)25235 + 10 [Pointbuy] + 5 [100XP] + 2 [Div]
Willpower (WP)03530 + 5 [Pointbuy]
Fellowship (Fel)02525
Influence (Ifl)-50
Max Wounds-127 + 5 [1d5]
Fate Threshold-33

Skills

[2500XP]
NameApt.Val.Notes
Acrobatics [Ag]200 [100XP]
Athletics [S]100 [Background]
Awareness [Per]2+100 [100XP] +10 [200XP]
Command [Fel]000 [Background]
Common Lore (Imperial Navy) [Int]200 [Background]
Dodge [Ag]1+100 [200XP] +10 [400XP]
Logic [Int]100 [200XP]
Medicae [Int]200 [100XP]
Navigate (Stellar) [Int]200 [Background]
Navigate (Surface) [Int]200 [100XP]
Operate (Aeronautica) [Ag]200 [Background]
Operate (Surface) [Ag]200 [100XP]
Scholastic Lore (Chymistry) [Int]100 [200XP]
Security [Int]2+100 [100XP] +10 [200XP]
Stealth [Ag]200 [100XP]
Tech-Use [Int]2+100 [100XP] +10 [200XP]
Trade (Armourer) [Int]200 [100XP]

Talents

[2900XP]

Armour-Monger [300XP]
The character gains an extra amount of Armour points equal to his Intelligence bonus, which he can distribute to any locations that his armour would normally cover, as long as he has at least an hour each day to clean and repair it or make minor modifications (Head +4, Body +1).

Hip Shooting [300XP]
As a Full Action, character can both move up to his Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot.

Inescapable Attack [300XP]
After making a successful attack test of the appropriate type as part of an All Out Attack, Called Shot, Charge, Standard Attack, or Stun action, the character imposes a penalty on all evasion attempts (Dodge or Parry tests) made against this attack equal to 10 times the total degrees of success scored on the attack test.

Jaded [Role]
Mundane events, from death’s horrific visage to xenos abominations, do not force character to gain Insanity points or make Fear tests. Daemons, Warp manifestations, and other unnatural effects still affect character normally.

Keen Intuition [300XP]
After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.

Leaping Dodge [300XP]
When character would make an Agility test to avoid attacks from weapons with the Spray quality, he may make the test using his Dodge (Ag) skill instead.

Mighty Shot [600XP]
Character adds half his Ballistic Skill bonus (rounded up) to damage he inflicts with ranged weapons.

Rapid Reload [200XP]
Character halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.

Step Aside [600XP]
Character can make an additional Evasion attempt (either a Dodge or a Parry) once per round. In effect, this gives him a second Reaction that can only be used for Dodge or Parry attempts. However, he can still only attempt a single Dodge or Parry against each individual attack.

Weapon Training (Shock) [Background]
Character can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this talent. When a character attempts to use a weapon he does not have the correct Weapon Training talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill test.

Weapon Training (Solid Projectile) [Background]
Character can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this talent. When a character attempts to use a weapon he does not have the correct Weapon Training talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill test.

Sprint [Cybernetics]
When taking a Full Move action the character can move an extra number of metres equal to his Agility bonus. Additionally, whenever he takes a Run action, he may move double the normal distance. If he did so in the previous round, however, he suffers 1 level of Fatigue.


Traits

Rely on None but Yourself [Homeworld]

A frontier world character gains a +20 bonus to Tech-Use tests when applying personal weapon modifications, and a +10 bonus when repairing damaged items.

Close Quarters Discipline [Background]
An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee.

Sure Kill [Role]
In addition to the normal uses of Fate points, when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts.

A Suspicious Mind is a Healthy Mind [Divination]
Increase this character’s Perception characteristic by 2. Additionally, he may re-roll Awareness tests to avoid being Surprised.

Dark-sight [Gear]
A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.


Equipment

Total weight: 39kg / 45kg.

Cybernetics

NameNotes
Bionic Heart [Req]A character with this implant gains +1 Armour point to the Body location—this bonus stacks with any armour worn—and gains the Sprint talent.
Subskin Armour [Req]This implant adds +2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations.

Gear

NameNotesWeight
Auspex [Req]A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one
may make a Tech-Use test to spot things not normally visible to human senses. The standard range is 50m.
0.5kg
Combi-tool [Roll]A character using a combi-tool gains a +10 bonus to Tech-Use tests.1kg
Demolition Kit [Roll]5 demolition charges, 100 metres of det-cord, 5 pressure-release detonators. All of the materials in this kit can be
refilled to these quantities without the use of a Requisition test as long as the character is in a location they would be available.
4kg
Micro-bead [Background]Allow for short-range communications out to roughly 1 kilometre.-
Photo-Visor [Req]Characters wearing these gain the Dark-sight trait.0.5kg
Rebreather [Background]Makes the user immune to toxic atmospheres, even allowing him to survive underwater. The air
canister lasts only for about one hour and then must be replaced, which takes a Full Action.
1kg
White Gloves [Memento]-
Widebrimmed Hat [Memento]-
Merc MaskWhite Facemask with letter "B" on a forehead.-

Armour

NameLocations coveredAPMax AgWeight
Flak coat [Background]Arms, Body3605kg
Stormtrooper Carapace [Roll]
+ [Talent]
All
Head +4, Body +1
64515kg

Weapons

NameClassRangeRoFDamPenMagRldSpecialWeight
Autopistol [Req]
+ Silencer
+ 2 mags
Pistol30mS/-/61d10+2 I018

36/36
Full-1.5kg
+0.5kg
Combat shotgun [Background]
+ 2 mags
Basic30mS/3/-1d10+4 I018
36/36
FullScatter6.5kg
[Good] Fire BombThrownSBx3S/-/-1d10+2 E01-Blast (2), Flame0.5kg
Shock whip [Background]Melee3m-1d10+1 I0--Flexible, Shocking3kg