Lissah Quattiel: Difference between revisions
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Attributes | Attributes | ||
:Weapon Skill: 25 + 22 ( | :Weapon Skill: 25 + 22 + 5 (52) Bonus: 5 | ||
:Ballistic Skill: 25 + 12 ( | :Ballistic Skill: 25 + 12 + 10 (47) Bonus: 4 | ||
:Strength: 25 + 12 - 5 (33) Bonus: 3 | :Strength: 25 + 12 - 5 (33) Bonus: 3 | ||
:Toughness: 25 + 8 (33) Bonus: 3 | :Toughness: 25 + 8 (33) Bonus: 3 | ||
Line 68: | Line 68: | ||
==== Skills and Traits ==== | ==== Skills and Traits ==== | ||
Skills | '''Skills''' | ||
:Common Lore War (Int) | :Common Lore War (Int) | ||
:Dodge (AG) | :Dodge (AG) | ||
Line 82: | Line 82: | ||
Trained +20 | Trained +20 | ||
Talents | '''Talents''' | ||
:Basic Weapon Training Universal | :Basic Weapon Training Universal | ||
:Pistol Weapon Training | :Pistol Weapon Training | ||
Line 96: | Line 96: | ||
::Regenerate. Threshold 23, Full Action, Sustained | ::Regenerate. Threshold 23, Full Action, Sustained | ||
:::Each round this power is active remove 1d5 points of damage (remove critical first) and have all levels of Fatigue removed. Once all damage is removed begin to regrow all limbs, organs, etc. | :::Each round this power is active remove 1d5 points of damage (remove critical first) and have all levels of Fatigue removed. Once all damage is removed begin to regrow all limbs, organs, etc. | ||
:Quickdraw - Ready as Free Action. | |||
Traits | '''Traits''' | ||
:Special Ability (Arch-Militant) | :Special Ability (Arch-Militant) | ||
Line 105: | Line 106: | ||
Income: <br> | Income: <br> | ||
Weapons | '''Weapons''' | ||
:Hellgun (Lucius) [Good] Range: 110m, 1d10+4 E [7 Pen] Clip 8, Rld:2 Full | :Hellgun (Lucius) [Good] Range: 110m, 1d10+4 E [7 Pen] Clip 8, Rld:2 Full | ||
::Reliable | |||
:Needle Pistol [Good] Range: 30 mm, S, 1d10 0 [0 Pen], Clip 6, RLD2full [Accurate] [Toxic] | :Needle Pistol [Good] Range: 30 mm, S, 1d10 0 [0 Pen], Clip 6, RLD2full [Accurate] [Toxic] | ||
::Accurate +10 to BS when used with an Aim. when firing a single shot using Aim gain an extra 1d10 for every two degrees of success to a max of 2d10. | ::Accurate +10 to BS when used with an Aim. when firing a single shot using Aim gain an extra 1d10 for every two degrees of success to a max of 2d10. | ||
::Toxic. The target must make a Toughness test with a -5 Penalty for every point of Damage taken. Failure deals an immediate 1d10 points of impact damage with no reduction from armour or toughness. | ::Toxic. The target must make a Toughness test with a -5 Penalty for every point of Damage taken. Failure deals an immediate 1d10 points of impact damage with no reduction from armour or toughness. | ||
:Sword [Balanced] [Good] 1d10 R [2 Pen] Mono | ::Reliable | ||
:Sword [Balanced +10 to parry] [Good] 1d10 R [2 Pen] Mono, +5 to Attack | |||
:Micro-bead | :Micro-bead | ||
:Void suit | :Void suit | ||
Line 126: | Line 129: | ||
===== Points Spent ===== | ===== Points Spent ===== | ||
Rank 1 <br> | Rank 1 <br> | ||
:200 XP Mutant | :200 XP Mutant | ||
Session 1 300 + 700XP <br> | |||
:Simple Ballistic Skill +5 (-100XP) | |||
:Intermediate Ballistic Skill +5 (-250) | |||
:Quickdraw (-200XP) | |||
:Simple Weapon Skill +5 (-250XP) 200 XP left | |||
Session 2 200 XP + 500 <br> | |||
Session 3 700 XP + 0 <br> | |||
Session 4 500 XP + 500 <br> | |||
Session 5 1000 XP + 700 <br> | |||
Session 6 1700 XP + 800 <br> |
Latest revision as of 21:19, 7 March 2024
Lissah Quattiel
Born in the deep vaults of the [ship] amoung the Voidborn crew Quattiel was the fourth child of a pair of lower-decker spacers; of course since the ship’s complement are all part of a death cult she was inducted and trained alongside scores of other children in the ways of murdering to show devotion to the God-Emperor and how to properly maintain the vast hydraulic mines powering the lifts to the macrocannons. During the bloody battles against Chaos Ravers Lissah distinguished herself in the hand to hand fighting and found herself as part of the Lord-Captain’s retinue as part of the feudal duties owed by the under-deckers to the ruling dynasty.
Character Name:
Player Name: Andronicus
Career Path/Rank: Arch-Militant, Rank 1
- Birthright: Scavenger. Unremarkable Talent, +1 AG. 1d5 Insanity Points (4)
Homeworld: Void Born, -5 Strength +5 Willpower, Speak Language (Ship Dialect)
- Charmed: Whenever the voidborn spends a Fate Point roll 1d10. On the roll of nat 9 the FP is not lost.
- Ill-omened: -5 on all Fellowship Tests made to interact with non-void born humans.
- Shipwise: Navigation (steller; int) Pilot (Spacecraft; Ag) are untrained Basic Skills instead of Advanced.
- Lure of the Void: Tainted
--Mutant. -200 XP ---Wyrdling. The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 2 talent. If it already has this talent, it gains the next highest Psy rating talent that it doesn't have. The mutant gains 2 Psychic Techniques of his choice from the discipline of his choice.
- Trial: Hand of War.
- Ashes of War. One Weapon Training Talent, Hatred Talent [Chaos].
- The Face of the Enemy: -10 Fellowship to tests dealing with chaos. Will react violently to them at the slightest provocation. Can roll Willpower to avoid this.
- Ashes of War. One Weapon Training Talent, Hatred Talent [Chaos].
- Motivation: Endurance +1 Wound
- Divination:
- Quirk:
Gender: Female
Build: Well built
Height: 1.75m
Weight: 65kg
Hair Color: Brunette
Skin Color: Sickly Pallid
Eye Color: Brown
Age:24
Statistics
Attributes
- Weapon Skill: 25 + 22 + 5 (52) Bonus: 5
- Ballistic Skill: 25 + 12 + 10 (47) Bonus: 4
- Strength: 25 + 12 - 5 (33) Bonus: 3
- Toughness: 25 + 8 (33) Bonus: 3
- Agility: 25 + 8 + 1 (34) Bonus: 3
- Intelligence: 25 + 11 (36) Bonus: 3
- Perception: 25 + 9 (34) Bonus: 3
- Willpower: 25 + 10 + 5 (40) Bonus: 4
- Fellowship: 25 + 8 (33) Bonus: 3
Status
- Wounds: [3] + 6 + 1 = 10
- Damage: 0
- Fatigue: 0
- Critical Damage: 0
- Fate Points: 3
- Current: 3
- Insanity Points: 4
- Degree of Madness: 0
- Disorders: None
- Corruption Points:
- Degree of Corruption: 0
- Malignancies: None
Mutations
- ---Wyrdling. The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 2 talent. If it already has this talent, it gains the next highest Psy rating talent that it doesn't have. The mutant gains 2 Psychic Techniques of his choice from the discipline of his choice.
Combat
- Initiative. 1d10+AG Bonus
Skills and Traits
Skills
- Common Lore War (Int)
- Dodge (AG)
- Intimidate (S)
- Scholastic Lore Tactica Imperialis (Int)
- Secret Tongue Military (Int)
- Speak Language Low Gothic (Int)
- Navigation (steller; int)
- Pilot (Spacecraft; Ag)
Trained +10
Trained +20
Talents
- Basic Weapon Training Universal
- Pistol Weapon Training
- Melee Weapon Training
- Thrown Weapon Training
- Sound Constitution +1 Wound
- Unremarkable
- Exotic Weapon Training
- Hatred Talent Chaos.
- Psy Rating 2
- Shape Flesh DH P 173. Threshold 19, Full Action, Sustained.
- Assume the appearance of any one creature. Make a Disguise Test as if you had the Di guise skill at +10 bonus. If you had the skill gain +20.
- Regenerate. Threshold 23, Full Action, Sustained
- Each round this power is active remove 1d5 points of damage (remove critical first) and have all levels of Fatigue removed. Once all damage is removed begin to regrow all limbs, organs, etc.
- Shape Flesh DH P 173. Threshold 19, Full Action, Sustained.
- Quickdraw - Ready as Free Action.
Traits
- Special Ability (Arch-Militant)
Equipment
0 Throne gelt, starting.
Income:
Weapons
- Hellgun (Lucius) [Good] Range: 110m, 1d10+4 E [7 Pen] Clip 8, Rld:2 Full
- Reliable
- Needle Pistol [Good] Range: 30 mm, S, 1d10 0 [0 Pen], Clip 6, RLD2full [Accurate] [Toxic]
- Accurate +10 to BS when used with an Aim. when firing a single shot using Aim gain an extra 1d10 for every two degrees of success to a max of 2d10.
- Toxic. The target must make a Toughness test with a -5 Penalty for every point of Damage taken. Failure deals an immediate 1d10 points of impact damage with no reduction from armour or toughness.
- Reliable
- Sword [Balanced +10 to parry] [Good] 1d10 R [2 Pen] Mono, +5 to Attack
- Micro-bead
- Void suit
- Enforcer light carapace armour
- AP: 5, all Locations covered
- medikit
- manacles
- 3 doses of stimm
Experience Points
Total XP: xxxx XP
5000 XP Base
500 XP Starter
Points Spent
Rank 1
- 200 XP Mutant
Session 1 300 + 700XP
- Simple Ballistic Skill +5 (-100XP)
- Intermediate Ballistic Skill +5 (-250)
- Quickdraw (-200XP)
- Simple Weapon Skill +5 (-250XP) 200 XP left
Session 2 200 XP + 500
Session 3 700 XP + 0
Session 4 500 XP + 500
Session 5 1000 XP + 700
Session 6 1700 XP + 800