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- Rolls verified by Dave
- WS 36
- BS 43
- S 39
- T 40
- AG 37
- Per 41
- Int 37
- WP 32
- Fel 42
- Inf 36
- Wounds: 11
- Divination: Violence Solves Everything
- Fate: 2+1
- Traits:
- Teeming Masses in Metal Mountains: Treat crowds as normal terrain, +20 to Navigation (Surface) in enclosed spaces.
- Faith is All: When spending a Fate point to gain a +10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead.
- Move and Shoot: Once per round, after performing a Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.
- Aptitudes: Perception, Social, Agility, Ballistic Skill, Defence, Fellowship, Finesse
- Skills: Charm, Command, Common Lore (Adeptus Ministorum), Inquiry, Linguistics (High Gothic)
- Talents: Weapon Training (Low-Tech, Solid Projectile), Quick Draw
- Gear: warhammer (1d10+3I, pen 1 Concussive (1), Primitive (8), Two Hands) and stub revolver (30m, S/–/–, 1d10+3I, pen 0, clip 6, rld 2 Full, Reliable), Imperial robes, backpack, glow-globe, monotask servo-skull (laud hailer)
- 3 Purchases: Concealed Holster, Flak Cloak (Arms, Body, Legs 3), Weapon Modification (Sacred Inscriptions)
- XP: 100 left
- Charracteristics: BS 100, AG 100, FEL 100
- skills: Dodge 100, Acrobatics 100, Scrutiny 100, Deceive 100, Awareness 200
- Talent wants:
- 2 apts: Clues from the Crowd (T1)**, Deathdealer (T3)**, Face in a Crowd (T2)**, Independent Targetting (T2), Hard Target (T2)**, Inescapable Attack (T2), Hip Shooting (T2)???, Leap Up (T1), Marksman (T2), Peer (T1)*, Precision Killer (T2)**, Step Aside (T3)*****, Target Selection (T3), Two Weapon Wielder (T2)**, Weapon Training (T1)
- 1 apt: Ambidextrous (T1)**, Adamantium Faith (T3), Catfall (T1), Contact Network (T2), Double Tap (T2), Halo of Command (T3), Hardy (T2), Jaded (T2)*, Mighty Shot (T3)**, Nowhere to Hide (T1), Sprint (T3)*, Rapid Reload (T1)*, Resistance (T1), Sound Con (T1), Two-Weapon Master (T3)**, True Grit (T3),
- 0 apt:
- Laslock, Stub Revolver, Stub Automatics and Shotguns are all one step more available than normal than presented in the core rulebook in general (including in character generation) though this varies of course from world to world.
- Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full — 1.5kg Average
- Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2 Full — 3kg Scarce
- Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — 1.5kg Average (Common)
- Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2 Full Reliable 1.5kg Plentiful (Abundant)
- Abundant (AB) Easy (+30)
- Plentiful (PL) Routine (+20)
- Common (CM) Ordinary (+10)
- Average (AV) Challenging (+0)
- Scarce (SC) Difficult (–10)
- Rare (RA) Hard (–20)
- 1 (Poor) +10
- 2 (Common) +0
- 3 (Good) –20
- 4 (Best) –30
- Weapon Modifications
- Compact x1/2 Average
- Expanded Magazine +1kg Scarce
- Exterminator +1kg Common
- Red-Dot Laser Sight +0.5kg Scarce
- Silencer +0.5kg Plentiful
- When a character attempts to requisition custom ammo, he specifies which weapon it is for, and each successful Requisition test obtains up to 2 clips of the desired ammunition
- Dumdum Bullets Scarce
- Expander Rounds Scarce
- Man-Stopper Bullets Scarce
- Combat Vest 2 kg Scarce
- Filtration Plugs — Common
- Rebreather 1 kg Scarce
- Respirator/Gas Mask 0.5 kg Average
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