Constabular Gendarme: Difference between revisions
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Age: 18-40, Sex: 50% M / 50% F<br> | Age: 18-40, Sex: 50% M / 50% F<br> | ||
Features: Jibrilite colonists (66%) or Milkealan Loyalists (33%).<br> | Features: Jibrilite colonists (66%) or Milkealan Loyalists (33%).<br> | ||
Clothes: | Clothes: Navy blue military fatigues with red stripe (black for STAR forces), and knee high leather boots. Silver breastplate, greaves and gauntlets. Black kepi or silver helmet.<br> | ||
The Gendarmes are the regular peacekeepers of the Constabulary. They generally have little role in investigating crimes, but act as a deterrent guard force, the eyes and ears of the | The Gendarmes are the regular peacekeepers of the Constabulary. They generally have little role in investigating crimes, but act as a deterrent guard force, the eyes and ears of the Investigation and Inquisition, and, when required, assist as its long arm. They all have basic combat training, and are equipped similarly to the Crusade, though with fewer Praxis and heavy weapons.<br> | ||
Latest revision as of 19:38, 10 April 2017
Quote: "Stand where you are, prole, and no one has to get hurt."
Age: 18-40, Sex: 50% M / 50% F
Features: Jibrilite colonists (66%) or Milkealan Loyalists (33%).
Clothes: Navy blue military fatigues with red stripe (black for STAR forces), and knee high leather boots. Silver breastplate, greaves and gauntlets. Black kepi or silver helmet.
The Gendarmes are the regular peacekeepers of the Constabulary. They generally have little role in investigating crimes, but act as a deterrent guard force, the eyes and ears of the Investigation and Inquisition, and, when required, assist as its long arm. They all have basic combat training, and are equipped similarly to the Crusade, though with fewer Praxis and heavy weapons.
Convictions:
(G) We are soldiers on the front lines of the fight against lawlessness, chaos, and heresy.
Fears:
(G) Looking weak.
Goals:
(G) Maintain the peace of the Chosen.
Physique: 3, Senses: 3, Intellect: 2, Aether: 1
Adrenaline: 3
Focus: 3
Willpower: 2
Core Aether: 1
Max Physical Stress: 13
Max Mental Stress: 7
Skill Slate: 20 points - actual skills may vary slightly depending on role and assignment
General Skills
Alertness: 2
Athleticism: 1
Physical Conditioning: 1
Intuition: 1
Combat Skills
Firearms: 2
Melee Weapons: 1
Unarmed: 1
Academic Skills
Linguistics: 1
Problem Solving: 1
Social Skills
Constabulary Circle: 1
Conversation: 1
Interrogation: 1
One-Liners: 1
Quick Uptake: 1
Ride: 1
Technical Skills
Drive: 1
Aetheric Skills
Aether Channel: 1
Read Auras: 1
Traits
Physical Training (X): Gain +5 maximum Physical Stress level.
Allies (Constabulary) (X): Once per session the character can roll Intellect+Circle to summon an allied NPC. The DC for this roll starts at 10, and increases due to circumstances such as isolation or limited means to summon help. The character must roll at least a 20 to summon a character rather than a mook. This NPC will help the character in the performance of one task, before departing.
Equipment
1 x Mattock Prion 4PS
Ammunition: 10mm Standard, Range: 30m, Recoil: +4, Shots: 10, Action: Semi-automatic
2 x 4PS magazines, standard bullets (2d6 Physical)
1 x Mattock 15CC
Ammunition: 6mm Crusade-Short, Range 30m, recoil +4, Shots: 25, Fully Automatic
6 x 15CC magazines, Crusade-short bullets (3d6+4 Physical)
1 x Singlestick
Damage: 1d6 Physical-non lethal, physical factor: 8
Constables' Field Armour
Armour: 10DR, Coverage: 5
Aspex Praxis circuit - in Helmet
Mind Bolt Praxis circuit - on Singlestick
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