Ральф Брэмвуд
Автор:
space_monkey
Раса: Ратлинг, Класс: Снайпер
Сила: плохо
[-10]Ловкость: очень хорошо
[+20]Выносливость: плохо
[-10]Интеллект: средне
[+0]Мудрость: хорошо
[+10]Обаяние: очень хорошо
[+20]Хаотичный добрый
Инвентарь:Good Craftsmanship Long-las (Basic; 225m; S/–/–; 1d10+4 E; Pen 1; Clip 20; Reload Half; Accurate, Lasgun Variable Setting, Reliable, Felling (4); 7.25kg; Extremely Rare) + 20/20/20 Charge Packs
with Custom Grip (+5 BS), Modified Stock Customisation (+2/4 BS if Half/Full Aim), Extended Barrel (+75 to Range, +2.25kg) Customisations
with Overcharge Pack (+1 dmg, Clip/2, +0.5kg), Red-Dot Laser Sight (+10 BS by single shot, +0.5kg) Upgrade
Settings:
Overcharge Long-las (Basic; 225m; S/–/–; 1d10+5 E; Pen 1; Clip 10; Reload Half; Accurate, Reliable, Felling (4))
Overload Long-las (Basic; 225m; S/–/–; 1d10+6 E; Pen 3; Clip 5; Reload Half; Accurate, Unreliable, Felling (4))
Damage:
Standard:
(+0 DoS, no Ranged Volley) - 1d10+4
(+2 DoS, no Ranged Volley) - 1d10+5
(+4 DoS, no Ranged Volley) - 1d10+6
(+6 DoS, no Ranged Volley) - 1d10+7
(+0 DoS, yes Ranged Volley) - 1d10+5
(+2 DoS, yes Ranged Volley) - 1d10+6
(+4 DoS, yes Ranged Volley) - 1d10+7
(+6 DoS, yes Ranged Volley) - 1d10+8
Overcharg:
(+0 DoS, no Ranged Volley) - 1d10+5
(+2 DoS, no Ranged Volley) - 1d10+6
(+4 DoS, no Ranged Volley) - 1d10+7
(+6 DoS, no Ranged Volley) - 1d10+8
(+0 DoS, yes Ranged Volley) - 1d10+6
(+2 DoS, yes Ranged Volley) - 1d10+7
(+4 DoS, yes Ranged Volley) - 1d10+8
(+6 DoS, yes Ranged Volley) - 1d10+9
Overload:
(+0 DoS, no Ranged Volley) - 1d10+6
(+2 DoS, no Ranged Volley) - 1d10+7
(+4 DoS, no Ranged Volley) - 1d10+8
(+6 DoS, no Ranged Volley) - 1d10+9
(+0 DoS, yes Ranged Volley) - 1d10+7
(+2 DoS, yes Ranged Volley) - 1d10+8
(+4 DoS, yes Ranged Volley) - 1d10+9
(+6 DoS, yes Ranged Volley) - 1d10+10
Range:
0m-2m +30 BS
3m-113m +10 BS
114m-450m +0 BS
451m-675m -10 BS
676m-900m -30 BS
Qualities:
Accurate - They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
Felling (4) - When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
Reliable - Reliable weapons only jam on an unmodified hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam.
Unreliable - An Unreliable weapon suffers a jam on a roll of 91 or higher, even if fired on Semi- or Full Auto.
Main Weapon:
Good Craftsmanship Long-las (Basic; 150m; S/–/–; 1d10+3 E; Pen 1; Clip 40; Reload Half; Accurate, Lasgun Variable Setting, Reliable, Felling (4); 4.5kg; Extremely Rare) + 40/40/40 Charge Packs
Secondary Weapon:
M36 Lasgun (Basic; 100m; S/3/–; 1d10+3 E; Pen 0; Clip 60; Reload Half; Reliable; 4kg; Common) + 60/60/60/60 Charge Packs
Melee Weapon:
Knife (Melee/Thrown; 5m; 1d5+3 R; Pen 0; None; 1kg; Plentiful)
Grenades:
3 Frag Grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 1; Blast (3), Ogryn-Proof; 0.5kg; Common)
3 Krak Grenades (Thrown; 9m; S/–/–; 2d10+4 X; Pen 6; Clip 1; Concussive (0); 0.5kg; Rare)
Armour:
Toxic Environment Trenchcoat (All; AP 2; 5kg; Average): A character protected by a toxic-resistant trenchcoat gains the Resistance (Poisons) Talent and reduces all Damage that he would suffer from the effects of the Toxic Quality by 2 (to a minimum of 1) (1d10-2).
Clothing:
Armageddon Rebreather: A character wearing an Armageddon-pattern rebreather is immune to the effects of gases and issues of air quality, and can even survive underwater at limited depths. The air canister lasts for two full hours before requiring replacement.
Chameleoline Cloak: A character wearing a chameleoline cloak gains a +20 bonus to Stealth Tests (102). If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a –30 penalty (-40 = -10 trait -30 equip).
Uniform: стоит носить, если не хочешь, чтобы командир или "фуражка" отстегали тебя на плацу.
Consumables:
Tools:
Grapnel & Line: Grapnels use a small launcher or gas-gun to fire a hooked or magnetic grapnel, connected to the launcher with a coiled 100m length of thin but strong line. Once the grapnel attaches to the desired spot such as a rooftop, a Guardsman can manually climb the line or activate a powered winch. Common sets can hold 150kg.
Micro-Bead: A micro-bead or comm-bead is a short range communication device worn in the ear, good for communication out to about one kilometre (depending on weather conditions and intervening terrain). Each fits discretely in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Stummer: The reverse of a screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving personnel in a small area. A character carrying an active stummer gains a +30 bonus to Stealth Tests (102). A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged—a process that takes about one hour.
Set of Field Gear:
Rucksack: рюкзачок полезен, когда то, что плохо лежит в руках не унести. мастер, правило из ДХ2 по этому поводу не будем использовать?
Mess Kit and Water Canteen: вилки, ложки, тарелки. без этого братцам-солдатикам пришлось бы есть мою стряпню руками. с другой стороны, они всё время говорят "пальчики оближешь", зачем же лишать их такого удовольствия? а лишние можно обменять на специи у одного офицерика. самое главное здесь - фляжка. главное иметь парочку. и хотя бы в одной не держать воду. и не перепутать, если комиссару захочется горло промочить..
Blanket and Sleep Bag: ммм.. дааа.. одна из самых важных вещей в твоём наборе. особенно когда есть укромный уголок, где тебя никто не найдёт, а сержант потерял тебя из виду.
Set of Basic Tools: если у тебя руки растут не из того места, лучше обменяй на лишний паёк. кстати. только цццц... я знаю одного парня, которому нужна крестовая отвертка...
Rechargeable Lamp Pack: Most portable ones are roughly the size of a clenched fist and can shine strong, yellowish light a dozen or so metres in width, lasting roughly five hours before their power pack needs recharging or replacing. полезная вещь, если чего потерял, или хочешь найти. но только учти, с этой штукой легче искать не только тебе, но и тебя...
Grooming Kit: бесполезная, говоришь? хех, ну скажешь потом это плети, когда капитан неожиданно явится. тебе бы, кстати, не помешало бы пройтись бритвой вот здесь, и я знаю одного человека...
Set of Ident Tags: нашёл такие, значит дал работу какому-то клерку в штабе. поставит очередную галочку в графе "Увб" или "Пбв". ему трон, а у тебя только имя бедняги.. ну и немного бесхозных вещей где-то поблизости..
Imperial Infantryman’s Uplifting Primer: полезная штука. куча дельных советов. лучше всегда иметь несколько экземпляров. ну ты понял... про запас... бумага - дефицит.
4 Weeks’ Rations: наряду с одеялом и спальником, один из самых важных у тебя запасов. лхо, говоришь? нет! когда жрать будет нечего, из палок, даже я не смогу сделать ничего удобоваримого...
Loot:
Amasec: отличное снотворное, благословенная социальная смазка, мульти-ключ к сердцу офицера-алкоголика, серьёзный аргумент в торговой сделке, и я сам не знаю, мне рассказывали, даже пустой контейнер - опасное оружие.. могу долго перечислять все преимущества ЭТОГО! - уплачено за услуги кастомизации.
New Stormtrooper Uniform: новенький мундир штурмовика. ммм.. надо попробовать обменять это на что-то более полезное.
10 Recaf: этот тонизирующий напиток пьют многие. так что и запасы пополнить найдётся кому.
Screamer: крикун. нужно сделать техюз. скример имеет 75 Пер на звуки и движение. если он обнаружит кого-то - поднимет тревогу слышную за 1км. двери и стены могут это расстояние снизить.
These proximity alarms alert their users to incoming dangers by setting off a horrendous noise. To activate, the player must succeed on a Challenging (+0) Tech-Use Test, but the GM rolls this Test in secret; players will not know how well the device is working until later on. Once set, a screamer has a Perception of 75 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers may reduce the alarm’s range. Simple models (Poor Craftsmanship) only detect loud noises or fast movements nearby while more advanced models (Good Craftsmanship) can detect specific sound, movement, or even odour ranges and can also have more subtle warning methods (such as screaming only into vox channels).
- обменено.
- взято себе.
Comrade:
Галус Ибрин (Galus Ibrin) - Numb. Accumulated suffering has left this character unable or unwilling to feel intense highs and lows of emotion, instead seeking inner peace in quiet acceptance of the fickle hand of destiny.
Ralf wishlist:
Weapons:
Signalling Device 2kg Common
Special-pattern Long-las 4.5kg Scarce
Sniper Rifle 5kg Scarce
Needle Rifle 2kg Very Rare
MkXVI “Longshot” Sniper Rifle 6kg Extremely Rare
Best Long-las 4.5kg Scarce(-50)
Best Special-pattern Long-las 4.5kg Scarce(-50)
Good MkXVI “Longshot” Sniper Rifle 6kg Extremely Rare(-30)
Best MkXVI “Longshot” Sniper Rifle 6kg Extremely Rare(-50)
Ammunition:
Hot-Shot Charge Pack 0.5kg Scarce
Dumdum Bullets 0.5kg Scarce
Expander Rounds 0.5kg Scarce
Man-Stopper Bullets 0.5kg Scarce
Exotic 0.5kg Very Rare
Amputator Shell 0.5kg Extremely Rare
Upgrades:
Overcharge Pack +0.5kg Common
Red-Dot Laser Sight +0.5kg Scarce
Grapnel Mounting +2kg Scarce
Targeter +1.5kg Rare
Preysense Sight +0.5kg Very Rare
Omni-Scope +2kg Near Unique
Customisation:
Custom Grip
Modified Stock
Sacred Inscription
Extended Barrel(+2.25kg)
Armour & Fields:
Carapace Helm 2kg Rare
Carapace Gauntlets 2kg Rare
Carapace Greaves 3kg Rare
Poor Displacer Field 2kg Near Unique (+20)
Good Carapace Helm 2kg Rare(-30)
Good Carapace Gauntlets 2kg Rare(-30)
Good Carapace Greaves 3kg Rare(-30)
Displacer Field 2kg Near Unique
Best Flak Cloak 4kg Scarce(-50)
Best Imperial Guard Flak Armour 5.5kg Scarce(-50)
Best Carapace Helm 1kg Rare(-50)
Best Carapace Gauntlets 1kg Rare(-50)
Best Carapace Greaves 1.5kg Rare(-50)
Best Carapace Chestplate 3.5kg Rare(-50)
Best Light Carapace 7.5kg Rare(-50)
Best Storm Trooper Carapace 7.5kg Very Rare(-50)
Good Displacer Field 2kg Near Unique(-30)
Best Displacer Field 1kg Near Unique(-50)
Clothing & Tools:
Munitorum Manual 0.5kg Plentiful
Data-slate 0.5kg Common
Survival Suit - Average
Magnoculars 0.5kg Average
Micro-bead - Average
Pict Recorder 1kg Average
Stummer 2kg Average
Photo-Visor 0.5kg Scarce
Auspex 0.5kg Scarce
Multikey - Scarce
Synskin 2kg Very Rare
Good Chameleoline Cloak 0.5kg Rare(-30)
Best Chameleoline Cloak 0.5kg Rare(-50)
Cybernetic:
Ocular Sight - Extremely Rare
Best Ocular Sight - Extremely Rare(-50)
Ralf killlist:
Всего: 6 Orks, 1 Nob
Вступление: 2 Sugga Boy, 1 Speed Freak, 1 Nob
Глава 1: 3 Loota Boy
Starting Speciality Equipment: 1 Good Craftsmanship Long-las and 3 Charge Packs, 1 Chameleoline Cloak.
Staring Regiment Equipment: 1 M36 Lasgun and 4 Charge Packs, 1 Knife, 1 Toxic Environment Trenchcoat, 1 Armageddon Rebreather, 3 Frag Grenades, 3 Krak Grenades, 1 Uniform, 1 Set of Field Gear (Rucksack, Mess Kit and Water Canteen, Blanket and Sleep Bag, Set of Basic Tools, Rechargeable Lamp Pack, Grooming Kit, Set of Ident Tags, Imperial Infantryman’s Uplifting Primer, 4 Weeks’ Rations).
Навыки:Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Characteristic:
30 WS 30
62 BS 44 + 3 reg + 5 spec + 10 exp (+17/19 equip, half aim single shot 79/full aim single shot 81)
32 S 32
25 T 35 - 10 spec
42 Ag 34 + 3 reg + 5 exp
34 Int 34
46 Per 36 + 10 spec
45 WP 35 + 10 reg
44 Fel 34 + 10 spec
1/1 Fate Points
7/7 Wounds 5 + 2
Move 3/6/9/18 (3 = 4 - 1 spec)
Skills:
22 Acrobatics Agility General
12 Athletics Strength General
56 Awareness +10 Perception Fieldcraft
44 Charm +0 Fellowship Social
24 Command Fellowship Leadership
14 Commerce Intelligence Knowledge
34 Common Lore (Imperium) Intelligence General
44 Deceive +0 Fellowship Social
42 Dodge +0 Agility Defence
34 Forbidden Lore (Orks) +0 Intelligence Knowledge
24 Inquiry Fellowship Social
25 Interrogation Willpower Social (+10 reg)
12 Intimidate Strength Social
34 Linguistics (Low Gothic) +0 Intelligence General
14 Logic Intelligence Knowledge
14 Medicae Intelligence Fieldcraft
34 Navigate (Surface) +0 Intelligence Fieldcraft
42 Operate (Surface) +0 Agility Fieldcraft
10 Parry Weapon Skill Defence
26 Scrutiny Perception General
14 Security Intelligence Tech
22 Sleight of Hand Agility Knowledge
52 Stealth +0 Agility Fieldcraft +10 spec (+20/50 equip, only cloak 72/with stummer 102)
46 Survival +0 Perception Fieldcraft
14 Tech-Use Intelligence Tech
34 Trade (Cook) +0 Intelligence General
Talents:
Crack Shot: When the character’s ranged attack causes Critical Damage, add +2 to the Damage result.
Deadeye Shot: When making a Called Shot (see page 244) ranged attack, the character reduces the penalty by 10 (47) (so a –20 becomes a –10 instead).
Hatred (Orks): When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests (39) made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test (35) to retreat or surrender when fighting them, unless massively outnumbered or outclassed.
Heightened Senses (Sight, Smell, Taste): The character gains a +10 bonus to any Tests (66) specifically involving this sense.
Lasgun Volley: For each Comrade in Ranged Volley Order +1 Damage (+3 max) with any las weapon attack.
Las Weapon Expertise: If attacks with any las weapon, imposes –5 penalty for DoS (-30 max) on Dodge Tests.
Las Weapon Mastery: If attack with any las weapon, deals +1 Damage for 2 DoS on BS Test.
Quick Draw: The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.
Rapid Reload: The 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 (Long-las Full -> Half).
Resistance (Fear): The character gains a +10 bonus when making Tests (55) to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Resistance (Poisons): The character gains a +10 bonus when making Tests (35) to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Target Selection: May shoot into melee with no penalty (52). If Aim, no friendly fire.
The Bigger They Are: If single-shot ranged attack vs target Size>3, may modify Hit Location by Size*2.
Unshakeable Faith: The character may re-roll any failed Willpower Tests (55/55) to avoid the effects of Fear.
Weapon Training (Las, Solid Projectile): 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.
Orders:
Spotter (Passive Basic Order): The Ratling’s Comrade carries magnoculars and other tools to help line up the perfect sniper shot. If the Ratling is using an Accurate weapon, and his Comrade is in Cohesion, the Ratling may use his Comrade to make an Aim Action, and gain the benefits himself.
Move Actions (Basic Half/Full Order): In addition to their ability to maintain Cohesion, Comrades have access to a majority of the normal Move Actions available to player characters: Disengage, Move, Run, Stand/Mount, Tactical Advance.
Ranged Volley (Basic Half Order): The Comrade lines up with the Player Character and fires upon his target. The Player Character gains an additional +5 to all Ballistics Skill Tests this Turn.
Close Quarters (Basic Half Order): The Comrade moves to flank one of the opponents the Player Character is engaged with, granting the Player Character the benefit of Ganging Up (see page 253), even if the two of them do not outnumber their opponents.
Take Cover! (Basic Full Order): For the next Round, all attacks that hit the Comrade must roll Damage. If the Damage of the attack does not exceed the 3 + the AP of the Comrade’s cover (see page 253 for cover APs), the Comrade is not Wounded by the attack.
Traits:
Size (Weedy): To Hit Modifier –10 (-40 = -10 trait -30 equip), Stealth +10 (72), Base Movement AB–1 (3 M = 4 AgB - 1).
Reliquary: +10 bonus to Willpower Tests and reduce all Corruption Points gained by 1 (to a minimum of 1).
Independent Operation: The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests (22/02) made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Toxic Environment Trenchcoat: Reduces all Damage that he would suffer from the effects of the Toxic Quality by 2 (to a minimum of 1).
Experience (150/3350):
...
Start
100 Ballistic Skill Simple Characteristic
250 Ballistic Skill Intermediate Characteristic
100 Agility Skill Simple Characteristic
250 Spotter Order
200 Dodge +0 Skill
100 Charm +0 Skill
100 Stealth +0 Skill
...
First blood 550
300 Crack Shot
...
Trash job 500
400 Target Selection
...
Worst day ever 1200
200 Lasgun Volley
300 Las Weapon Expertise
400 Las Weapon Mastery
300 The Bigger They Are
Free Ballistic Skill +5 Characteristic
Starting Speciality Skills:
Awareness, Deceive, Trade (Cook)
Starting Regiment Skills:
Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.
Starting Speciality Talents:
Deadeye Shot, Heightened Senses (Sight, Smell, Taste), Weapon Training (Las, Solid Projectile)
Starting Regiment Talents:
Resistance (Cold), Resistance (Radiation), or Resistance (Fear), Hatred (Orks), Quick Draw, Rapid Reload, Resistance (Fear)
Starting Speciality Traits:
Size (Weedy)
Внешность:Маленький человечек. Ростом, едва ли не вдвое меньше большинства бойцов. Из-за условий Армагеддона почти всегда носит плащ с противогазом. Так что, увидеть его без скрывающих всё одежд можно разве что перед обедом. И да..
Нельзя отвлекать Ральфа во время готовки!
Характер:Вежливый, доброжелательный и услужливый человек, когда их знает. Обожает анекдоты про ратлингов, хорошую еду, и поспать. Когда он не занят непосредственными обязанностями, то скорее всего ратлинга можно найти на кухне. В иных случаях Ральф с удовольствием использует свой размер и навыки, чтобы скрыться от любопытных глаз и назойливого внимания начальства. Ведь гораздо же приятнее поискать что-нибудь полезное, или людей которым что-то нужно и свести их друг с другом (за небольшую комиссию, конечно), ну или прикорнуть ненадолго.
Впрочем, есть вещи, которых Брэмвуд не любит. В первую очередь, конечно, незнакомцев. Доверяет он только тем кого знает, и заслужить его доверие не просто. Не любит он и эти глупые обязанности. Шуточки про крысюка, мелочь, мелюзгу и личинку, разумеется, могут поднадоесть раза после третьего, но что он действительно не терпит, так это невежливость по отношению к себе (от знакомых то людей как вообще такое можно терпеть?!). Таких "товарищей" он помечает отдельно, и никаких дел с ними в дальнейшем не имеет, смотря на них не лучше, чем на любых вновь прибывших. Ещё его бесят все эти тяжелые защитные костюмы, особенно не любит дурацкую обувь (как эти дылды вообще носят это? ноги же потеют!). Хотя лучше всё же носить, чем остаться без ног.
Его нынешним корректировщиком является Галус Ибрин. Молчаливый парень (возможно, даже "немой"), переживший какую-то серьезную травму. Ральф пытался наладить с ним контакт, но на сколь-нибудь серьезное, развернутое общение Галус, похоже, уже не способен. Всё сухо и в рамках устава. Ни больше, ни меньше. Пока нет иных подходящих на эту роль кандидатов (Брэмвуд бы, конечно, предпочел компанию такого же ратлинга), приходится работать с тем, что есть.
История:Никому о прошлом не распространяется. Даже "старым знакомым" ничего не рассказывает. Но судя по шрамам на некоторых частях тела, прошлое было не самым радужным.