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sir Max Deal incinerator
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sir Max Deal incinerator
Max Deal
age 21
ORDO SACRAE FLAMULAE ( INCINERATORS)
requirements; Knight Infantry Support:
Strength d8, Vigor d6, Fighting d4, Guts d6, Shooting d8
xp level ;
Attributes:
Agility d10,
- Fighting d10,
- Shooting d10,
- Stealth d6
Smarts d6,
- Healing d4,
- Notice d6+2,
Spirit d4,
- Guts d8+2,
Strength d8,
Vigor d6
language ; english d6, latin d6
Bennies; 3
Charisma: –1; Pace: 6; Parry: 5; Toughness: 11(6)
Hindrances: vengeful (minor), Loyal (minor), Overconfident (major) , Vows (free major)
Edges:
Alertness
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds 2 to his Notice rolls
to hear, see, or otherwise sense the world around him.
DIG IN!
Requirements: Novice, Smarts d6
This character is good at making himself small and getting the most out of any cover he is in.
The Cover level of the character’s position (Light, Medium, Heavy) is increased by one
category, to a maximum of “near total,” which grants a –6 Cover modifier. This benefit applies
only to the character with the Dig In Edge —other characters in the same position use the normal
Cover level—and there must be cover available. A character in a flat, open field can’t benefit
from Light Cover just because he has this Edge.
Improved Dig In
Requirements: Seasoned, Dig In!
This soldier seems to be able to blend into the ground when under fire. He can find the most advantageous fold or nook to fit his body into to avoid incoming fire. When prone, this soldier receives –4 protection, instead of the usual –2. He is also only hit by Suppressive fire if both his Spirit die and his Wild Die come up ones. While this Edge is negated if the attacker moves within 3”, the character still receives this Edge’s benefits if attacked from the side.
Eye For Terrain
Requirements: Novice
If you have a good eye for terrain you can quickly figure the best places to set an ambush, or the best routes to take that will avoid likely ambush locations. Your character has a talent for picking good defensive terrain as well.
This Edge gives your character a +2 on Notice rolls to spot an ambush. When setting an ambush, you and all the soldiers under your command have a +2 on their Stealth rolls to remain hidden. Vehicle crews with this Edge get a +2 on their Smarts roll when trying to find a hull-down position.
SPECIAL TRAINING
Brave: Their willingness to go into the heart of a Rephaim lair to deliver “purification”
grants them a 2 bonus to Guts rolls.
Cleanse by Fire: Members of the Ordo gain 2 to Shooting rolls when using flamethrowers,
microflare guns, or firing incendiary grenades. In addition, they gain 2 to Throwing rolls
when chucking incendiary grenades.
All characters begin the game
with a d6 in their native language and Latin.
Common Equipment: All characters receive the following basic equipment, which is stored in their combat webbing:
bedroll,
canteen (full),
combat fatigues,
mess kit,
medpac,
and one week
of basic trail rations.
This equipment weighs 15 pounds and is generally removed before entering combat. All Knights
are issued with a shield, though this is not normally carried in combat.
Knight Infantry Support equipment:
Medium armor,
molecular sword,
Molecular sword , damage ; Str+5 weight ; 8 min str; — note; AP 2
flechette MG with 3 mags
Flechette MG range; 30/60/120 damage ; 2d8+1 ROF; 4 weight; 16 shot; 240 min str; d6 note; AP 2; 3RB
flamethrower with 2 fuel cylinders if Ordo Sacrae Flamulae,
Flamethrower range; Cone damage; 2d10 weight; 20 shots; 20 str min d6 note; Ignores armor
choice of 3 grenades,
ID tag.
3RB = 3 round burst selector
Charisma is a measure of your hero’s likeability, and is added to Persuasion and Streetwise
rolls. Your Charisma modifier is 0 unless changed by Edges or Hindrances.
Pace is equal to 6”, unless changed by Edges or Hindrances.
Parry is equal to 2 plus half your Fighting die type. Edges, Hindrances, and some types of
equipment can modify your Parry score. Fighting can, in some cases, go above a d12. In such
cases, all fractions are rounded down.
advence ;
novice
5 New edge ; dig in!
10 new edge ; eye for terrain
15 improve skill guts to d8+2
seasoned
20 new edge Wall of flame
25 new edge improved dig in!
30 improve skills ; throw
35 improve attribut vigor to d8
veteran
40
45
50
55
age 21
ORDO SACRAE FLAMULAE ( INCINERATORS)
requirements; Knight Infantry Support:
Strength d8, Vigor d6, Fighting d4, Guts d6, Shooting d8
xp level ;
Attributes:
Agility d10,
- Fighting d10,
- Shooting d10,
- Stealth d6
Smarts d6,
- Healing d4,
- Notice d6+2,
Spirit d4,
- Guts d8+2,
Strength d8,
Vigor d6
language ; english d6, latin d6
Bennies; 3
Charisma: –1; Pace: 6; Parry: 5; Toughness: 11(6)
Hindrances: vengeful (minor), Loyal (minor), Overconfident (major) , Vows (free major)
Edges:
Alertness
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds 2 to his Notice rolls
to hear, see, or otherwise sense the world around him.
DIG IN!
Requirements: Novice, Smarts d6
This character is good at making himself small and getting the most out of any cover he is in.
The Cover level of the character’s position (Light, Medium, Heavy) is increased by one
category, to a maximum of “near total,” which grants a –6 Cover modifier. This benefit applies
only to the character with the Dig In Edge —other characters in the same position use the normal
Cover level—and there must be cover available. A character in a flat, open field can’t benefit
from Light Cover just because he has this Edge.
Improved Dig In
Requirements: Seasoned, Dig In!
This soldier seems to be able to blend into the ground when under fire. He can find the most advantageous fold or nook to fit his body into to avoid incoming fire. When prone, this soldier receives –4 protection, instead of the usual –2. He is also only hit by Suppressive fire if both his Spirit die and his Wild Die come up ones. While this Edge is negated if the attacker moves within 3”, the character still receives this Edge’s benefits if attacked from the side.
Eye For Terrain
Requirements: Novice
If you have a good eye for terrain you can quickly figure the best places to set an ambush, or the best routes to take that will avoid likely ambush locations. Your character has a talent for picking good defensive terrain as well.
This Edge gives your character a +2 on Notice rolls to spot an ambush. When setting an ambush, you and all the soldiers under your command have a +2 on their Stealth rolls to remain hidden. Vehicle crews with this Edge get a +2 on their Smarts roll when trying to find a hull-down position.
SPECIAL TRAINING
Brave: Their willingness to go into the heart of a Rephaim lair to deliver “purification”
grants them a 2 bonus to Guts rolls.
Cleanse by Fire: Members of the Ordo gain 2 to Shooting rolls when using flamethrowers,
microflare guns, or firing incendiary grenades. In addition, they gain 2 to Throwing rolls
when chucking incendiary grenades.
All characters begin the game
with a d6 in their native language and Latin.
Common Equipment: All characters receive the following basic equipment, which is stored in their combat webbing:
bedroll,
canteen (full),
combat fatigues,
mess kit,
medpac,
and one week
of basic trail rations.
This equipment weighs 15 pounds and is generally removed before entering combat. All Knights
are issued with a shield, though this is not normally carried in combat.
Knight Infantry Support equipment:
Medium armor,
molecular sword,
Molecular sword , damage ; Str+5 weight ; 8 min str; — note; AP 2
flechette MG with 3 mags
Flechette MG range; 30/60/120 damage ; 2d8+1 ROF; 4 weight; 16 shot; 240 min str; d6 note; AP 2; 3RB
flamethrower with 2 fuel cylinders if Ordo Sacrae Flamulae,
Flamethrower range; Cone damage; 2d10 weight; 20 shots; 20 str min d6 note; Ignores armor
choice of 3 grenades,
ID tag.
3RB = 3 round burst selector
Charisma is a measure of your hero’s likeability, and is added to Persuasion and Streetwise
rolls. Your Charisma modifier is 0 unless changed by Edges or Hindrances.
Pace is equal to 6”, unless changed by Edges or Hindrances.
Parry is equal to 2 plus half your Fighting die type. Edges, Hindrances, and some types of
equipment can modify your Parry score. Fighting can, in some cases, go above a d12. In such
cases, all fractions are rounded down.
advence ;
novice
5 New edge ; dig in!
10 new edge ; eye for terrain
15 improve skill guts to d8+2
seasoned
20 new edge Wall of flame
25 new edge improved dig in!
30 improve skills ; throw
35 improve attribut vigor to d8
veteran
40
45
50
55
Dernière édition par Metalmek le Sam 18 Juil 2009, 10:56 am, édité 1 fois
Re: sir Max Deal incinerator
Max Deal a grandi dans une zone Corporatiste appartenant a Coca-cola. Enfant a problème il fut vite placé dans une école de réforme de la compagnie... en espérant que ca le rende plus docile et facilement controlable... ce qui n'as pas tout a fais été le cas, il adorait enfreindre les règles pour rejoindre la jolie Judy. Judy et lui etait bientot tombé amoureux et un mariage allait bientot etre de rigueur.
Son évaluation de profil psychologique le destinait a une brilliante carrière dans les entrepots. Enfin... jusqu'a ce que la zone soit attaqué par les rephaim! ... ce fut de peine et de missère qu'il put repoussé l'attaque avec quelques autres survivants. Judy elle tomba au main des rephaim.
cela fait bientot 3 ans... il quita la corporation pour s'enrolé dans l'armé pontif. Les rephaim doivent payer pour toutes les Judy du monde.
Son évaluation de profil psychologique le destinait a une brilliante carrière dans les entrepots. Enfin... jusqu'a ce que la zone soit attaqué par les rephaim! ... ce fut de peine et de missère qu'il put repoussé l'attaque avec quelques autres survivants. Judy elle tomba au main des rephaim.
cela fait bientot 3 ans... il quita la corporation pour s'enrolé dans l'armé pontif. Les rephaim doivent payer pour toutes les Judy du monde.
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