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Sol's Rogue Trader Character Sheet

w_o
Jun 23rd, 2014
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  1. CHANGES AS OF: 23 JUNE 2014
  2.  
  3. GAINED (400) - ??? (Remaining: 0 (Carried over))
  4. -Intelligence Advance, 2 (250)
  5. -Toughness Advance, 1 (100)
  6.  
  7. GAINED (500) - 16/6/2014 (Remaining: 50)
  8. -Intelligence Advance, 3 (500)
  9. ----------------------------------------------------------------------
  10. "keep in mind we're using OW rules, so a full-auto burst is -10 BS
  11.  
  12. Single is +10, +20 if you use your other action as an aim OW core"
  13.  
  14.  
  15. NAME: Joanna Fulva
  16.  
  17. 43 43 39 39 35 34 34 29 28
  18. Str (1) 39
  19. Tgh (1) 45 (43 (Starting), -3 (Savant), +5 (Advance (1)) = 45)
  20. Int (1) 69 (43 (Starting), +5 (Forge World), +3 (Savant), +3 (Renegade), +5 (Advance (1)), +5 (Advance (2)), +5 (Advance (3)) = 69)
  21. Wep (2) 29 (34 (Starting), -5 (Forge World) = 29)
  22. Bls (2) 38 (35 (Starting), +3 (Fit for Purpose, Forge World) = 38)
  23. Wil (2) 36 (39 (Starting), -3 (Renegade), = 36)
  24. Agl (3) 28
  25. Per (3) 34
  26. Fel (3) 29
  27.  
  28. Profit Factor: 36
  29.  
  30. Starting Wounds: 13
  31. Fate Points: 3
  32. CURRENT FATE: 1
  33.  
  34. 1 Insanity Point
  35. 2 Insanity Points (16/6/2014)
  36.  
  37. SPENT EXPERIENCE:
  38.  
  39. Initial (500) (Remaining: 0)
  40. -Mechadendrite Use (Utility)
  41.  
  42. GAINED (200) (Remaining: 0)
  43. -Intelligence Advance, 1 (100)
  44. -Awareness (100)
  45.  
  46. GAINED (400) - ??? (Remaining: 0 (Carried over))
  47. -Intelligence Advance, 2 (250)
  48. -Toughness Advance, 1 (100)
  49.  
  50.  
  51. GAINED (500) - 16/6/2014 (Remaining: 50)
  52. -Intelligence Advance, 3 (500)
  53.  
  54.  
  55. Skills:
  56. -(Explorator)
  57. -Common Lore (Machine Cult, Tech)
  58. -Forbidden Lore (Archeotech, Adeptus Mechanicus)
  59. -Literacy
  60. -Logic
  61. -Speak Language (Explorator Binary, Low Gothic, Techna-lingua)
  62. -Tech-Use
  63. -Trade (Technomat)
  64. -Medicae
  65. -Awareness
  66.  
  67.  
  68. Talents:
  69. -Technical Knock (Forge World)
  70.  
  71. -Peer: Academic (Savant)
  72.  
  73. -Enemy: Ecclesiarchy (Renegade)
  74.  
  75. -Peer: Adeptus Mechanicus (Renown)
  76.  
  77. -(Explorator)
  78. -Basic Weapon Training (Universal)
  79. -Melee Weapon Training (Universal)
  80. -Logis Implant
  81.  
  82.  
  83. Traits:
  84. -Mechanicus Implants (Explorator)
  85.  
  86.  
  87. Penalties:
  88. -Forge world characters suffer a –10 penalty on Tests
  89. involving knowledge of the Imperial Creed and a –5
  90. penalty on Fellowship Tests to interact with members
  91. of the Ecclesiarchy in formal settings.
  92.  
  93. -(Press Ganged) Jealous: You react violently towards the
  94. prospect of imprisonment or loss of your freedom. You may
  95. take a Willpower Test to avert this, modified by the provocation
  96. and the consequences (set by the GM) of succumbing to your
  97. dread.
  98.  
  99.  
  100. Inventory:
  101. -Boltgun
  102. -Enforcer light carapace
  103. -multikey
  104. -void suit
  105. -injector
  106. -sacred unguents
  107. -micro-bead
  108. -combi-tool
  109. -dataslate
  110.  
  111. --------------------------------------------------------------------------
  112.  
  113. Sevro Skull:
  114.  
  115. Str 10
  116. Tgh 20
  117. Int 15
  118. Wep 15
  119. Bls 15
  120. Wil 20
  121. Agl 30
  122. Per (35)
  123. Fel N/A
  124.  
  125. Movement: — (see below) Wounds: 4
  126. Skills: Awareness (Per) +10, Concealment (Ag) +10, Dodge (Ag), Silent Move (Ag) +10, Search (Per) +20
  127. Search +20
  128. Talents: Fearless.
  129. Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
  130. Armour (Machine): All 2.
  131. Gear:
  132. Inbuilt vox and cogitator.
  133. Auspex (These devices are used to detect energy emissions, motion, and biological life signs. A character using an auspex gains
  134. a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner.)
  135.  
  136. -----------------------------------DONE-----------------------------------
  137.  
  138. Forge World
  139. ---Characteristic Modifiers: –5 Weapon Skill, +5
  140. Intelligence
  141.  
  142. ---Starting Skills: Common Lore (Tech) (Int) and Common
  143. Lore (Machine Cult) (Int) are untrained Basic Skills for forge
  144. world characters.
  145.  
  146. ---Credo Omnissiah: Rather than being fully indoctrinated
  147. into the Imperial Cult, even the lowliest member of a forge
  148. world’s society is brought up to properly venerate the spirits
  149. of the machine and taught the basic rites of tech-propitiation.
  150. All forge world characters begin with the Technical Knock
  151. Talent.
  152.  
  153. ---Fit For Purpose: A forge world inhabitant is tested,
  154. indoctrinated, and trained from birth for his chosen station
  155. and role in life. Weakness is not tolerated, and failure brings
  156. painful incentives to do better. Even those who follow an
  157. errant path must strive to be better than their peers to survive.
  158. Because of this, a starting forge world character may increase
  159. a Characteristic of his choice by +3.
  160.  
  161. ---Stranger to the Cult: Although forge world born
  162. citizens know that the Emperor is their god and saviour, they
  163. see the Imperial Creed through the lens of Cult Mechanicus
  164. doctrine. As a result, they can be surprisingly—and sometimes
  165. dangerously—ignorant of the common teachings and practices
  166. of the Ecclesiarchy, often failing to offer its clerics the level
  167. of deference they expect. Forge world characters suffer a
  168. –10 penalty on Tests involving knowledge of the Imperial
  169. Creed and a –5 penalty on Fellowship Tests to interact with
  170. members of the Ecclesiarchy in formal settings.
  171.  
  172. ---Starting Wounds: Forge world characters double their
  173. starting Toughness Bonus and add 1d5+1 to the result
  174. to determine their starting number of Wounds.
  175.  
  176. ---Starting Fate Points: Roll 1d10 to determine a forge
  177. world character’s starting Fate Points. On a 1–5, he begins
  178. with 2 Fate Points; on a 6–9, he begins with 3 Fate Points;
  179. on a 10, he begins with 4 Fate Points
  180. 000
  181.  
  182. Savant (?)
  183. Effect:
  184. ---You gain your choice of Logic (Int) as a trained
  185. Basic skill or the Peer (Academic) Talent. You also gain your
  186. choice of +3 Intelligence or +3 Fellowship, but you suffer
  187. –3 Toughness.
  188.  
  189.  
  190.  
  191. Renegade
  192. Effect: Choose one of the following results and apply it to your character.
  193. • Free-thinker: You gain your choice of +3 Intelligence or +3 Perception. You suffer –3 Willpower and gain the Enemy (Ecclesiarchy) Talent.
  194.  
  195.  
  196. Press-Ganged
  197. ---Unwilling Accomplice: You gain a single Skill (as
  198. long as it has no prerequisites) for your character. You may also
  199. either select a single additional Common Lore Skill or improve
  200. a Common Lore Skill you already have by one level.
  201.  
  202. POSSIBLY:
  203. Skill: Tech Use
  204. Common Lore: Tech
  205.  
  206.  
  207.  
  208. Renown (?)
  209. Peer (Adeptus Mechanicus) Talent.
  210.  
  211.  
  212.  
  213. Explorator
  214. (Everything is Trained)
  215. Common Lore (Machine Cult, Tech) (Int),
  216. Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int),
  217. Literacy (Int),
  218. Logic (Int),
  219. Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int),
  220. Tech-Use (Int),
  221. Trade (Technomat) (Int).
  222. 500 XP
  223. -Trade (Armourer) 100 XP
  224. -Tech-Use 100 XP
  225. -Forbidden Lore (Adeptus Mechanicus, Archeotech) 200 XP
  226. -Secret Tongue (Tech) 100 XP
  227.  
  228. --Mechanicus Implants (see page 366).
  229.  
  230. -Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant.
  231.  
  232. Boltgun
  233. Enforcer light carapace,
  234. multikey,
  235. void suit,
  236. injector,
  237. sacred unguents,
  238. micro-bead,
  239. combi-tool,
  240. dataslate.
  241. The Explorator also begins play owning and controlling one servo-skull familiar (see page 375).
  242. Bionic locomotion
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