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Player Characters.

Posted by GMFor group 0
GM
GM, 50 posts
Thu 2 Dec 2021
at 21:33
  • msg #1

Player Characters

The crew.
Morton Crow
player, 4 posts
Navigator
Wed 15 Dec 2021
at 20:31
  • msg #2

Player Characters

Name: Morton Crow
Career path: Navigator

Attributes:
Strength d4, Agility d6, Vigor d8, Smarts d8, Spirit d10

Skills:
Academics d8, Athletics d4, Common Knowledge d8, Drive d4, Notice d8, Occult d8, Persuasion d8, fighting d6, Stealth d4, Warpcraft d10

Hindrances:
Anemic (minor),
Impulsive (major),
Slow (minor),
Shamed (minor),
Quirk (minor)

Edges:
Warp Eye (can use the Detect Arcana power at will at no cost, can use Warp navigation)
Arcane Background (Navigator), Level Headed (draw two action cards and choose one), Infravision, Extra Powers (+2 powers known)

Pace 4

Attacks:
Web Pistol: Range 6/12/24, Damage 0, AP 0, ROF 1, Ammo 10, STR d4, Entangle

Power Sword-Cane: Damage STR +d6, AP 6, +1 Parry (Very Rare)

Parry 3
Toughness 6 + Armour 4 (mesh)

Arcane Background (Navigator):
Warpcraft d10
Power Points: 10
Powers:
Lidless Stare (Blast, Extra Damage): Deals 3d6 damage (4d6 if cast with a raise) in a Medium Blast within 16". Cost 5, Instant duration.
Safe Course (Deflection, self only -1): Attack rolls against the caster take -2 (-4 if cast with a raise). Cost 2, Duration 5.
Damn Their Eyes (Blind, Medium Blast +2): All creatures in a Medium Blast within 16" take -2 to all actions requiring sight (-4 with a raise). Can be shaken off with a Vigor roll at the end of each turn for an affected creature. Cost 4, Instant Duration
Gaze Of The Abyss (Fear, Medium Blast +2) All creatures in a Medium Blast within 16" must make a Spirit check (at -2 if cast with a Raise) or be Panicked (if an extra) or roll on the Fear table (at +2 if cast with a raise). Cost 4, Instant duration.

Equipment:
This message was last edited by the player at 07:55, Thu 16 Dec 2021.
Aurelius Vorn
player, 3 posts
Mon 6 Dec 2021
at 16:23
  • msg #3

Player Characters

Name: Aurelius Vorn
Career: Missionary

Attributes: Strength d4, Agility d8, Vigor d6, Smarts d6, Spirit d10

Skills: Athletics d4, Common Knowledge d6, Faith d6, Fighting d4, Intimidate d6, Notice d6, Occult d6, Persuasion d6, Shooting d4, Stealth d4, Taunt d6

Edges: Arcane Background (Miracles), Charismatic (reroll Persuasion checks), Empathic (+2 Notice to read people and detect lies), Rabble Rouser (1/round, make an Intimidation or Taunt Test affect all enemies within a Medium Blast, provided they can see and hear you), Strong Willed (+2 when resisting a Test using Smarts or Spirit), Friends in High Places: Imperial Navy (one bonus Favor per story from a specific group)

Hindrances: Vow (Major), Slow (Minor), Cautious (Minor)

Pace 4

Chainsword: Damage d4+d10, AP 2
Flamer: Range Cone, Damage 2d10, AP 0, ROF 1, Ammo 6, STR d6, Flame
Hellpistol: Range 12/24/48, Damage 2d6+2, AP 1, ROF 1, Ammo 24, STR d6, Three-Round Burst

Parry 4
Toughness 5 + Armour 3 (5 vs blasts)
Refractor Field (roll 1d10 when hit by an attack, attack is stopped on a 7-9, the attack is stopped and the field burns out for the scene on a 10)

Faith Die: d10
Power Points: 10
Powers Known: Imperial Tarot (Divination), Witch Sense (Detect Arcana), and the Emperor Protects (Environmental Protection)


Chimera:
Size 6 (Large)
Handling +0
Top Speed:
Toughness 15 + Armour 7 (9 front)
Amphibious, Heavy Armour, Tracked, Gun Ports (3 passengers can fire Rifle-type weapons out of each side)
Crew 2 (driver, copilot / gunner) + 10 passengers
Weapons:
Multilaser: Range 80/180/240, Damage 4d6, AP 3, ROF 4
Heavy Flamer: Replaces Heavy Bolter, Range Cone +d6, Damage 2d10+2, AP 0, ROF 1 Flame
This message was last edited by the GM at 20:30, Wed 15 Dec 2021.
Odette Faye
player, 11 posts
Wed 15 Dec 2021
at 20:31
  • msg #4

Player Characters

Name: Odette Faye
Career: Rogue Trader

Attributes: Strength d6, Agility d8, Vigor d6, Smarts d8, Spirit d8

Skills: Athletics d6, Battle d8, Common Knowledge d8, Fighting d6, Notice d6, Performance d4+1, Persuasion d10+1, Shooting d8, Stealth d4, Taunt d8

Hindrances: Greedy (major), Overconfident (major)

Edges: Attractive (+1 Performance and Persuasion), Command (allies within 5" gain +1 to recover from Shaken), Inspire (1/turn, use an action to use the Battle skill to try and Support every ally within command range), Jack of All Trades (no penalty for using untrained skills), Natural Leader (Leadership edges affect Wild Cards).

Pace: 6

Attacks:
Chainsword: Fighting d6, Damage d6+d10, AP 2
Bolt Pistol: Shooting d8, Range 12/24/48, Damage 3d6, AP 4, ROF 1, Ammo 8, STR d6
Lasgun: Shooting d8, Range 36/60/120, Damage 2d8, AP 1, ROF 1, Ammo 30, STR d4, Three-Round Burst

Parry 6
Toughness 5 + Armour 5 (carapace)
Conversion Field (roll 1d10 when hit by an attack, attack is stopped on a 6-9, the attack is stopped and the field burns out for the scene on a 10)
This message was last edited by the GM at 20:31, Wed 15 Dec 2021.
Jak Tesla
player, 9 posts
Wed 15 Dec 2021
at 20:31
  • msg #5

Player Characters

Name Jak Tesla
Concept Explorator
Race Human
Faction Adeptus Mechanicus
Rank Veteran

Traits
Agility:  D6
Smarts:   D10
Spirit:   D8
Strength: D6
Vigour:   D6

Pace:     6
Bennies:  3/3

Skills
Academics        D4              Athletics     D4
Battle                           Boating
Common Knowledge D4              Driving
Electronics      D10             Fighting      D6
Gambling                         Hacking       D8
Healing                          Intimidation
Language                         Notice        D4
Occult                           Performance
Persuasion       D4              Piloting
Repair           D10             Research      D4 (reroll)
Riding                           Science       D4 (reroll)
Shooting         D6              Stealth       D4
Survival                         Taunt
Thievery

Languages
Gothic

Advances (Experience: 20)
 N Mechanicus Implants
 5 Smarts +1
10 Electronics +2
15 Mr Fix-It (+2 to all repair rolls, repair time halved on a raise)
 S Repair +2
25 Smarts +1
30 Upgradeable (Strain is 4+ the lower of vigour or spirit)
35 Hacking +2
 V
45
50
55

Hindrances (+1 Strength, +1 Spirit)
Curious (Major)
Driven (Minor): The Great Quest
Obligation (Minor): Adeptus Mechanicus

Combat
Parry:     5 (Fighting +2)
Toughness: 5 (1/2 Vigour +2)
Armour:    7

Equipment
Carapace Armour (Armour 5)
Inferno Pistol (Range 6/12/24, Damage 2d10, AP 8, ROF 1, Ammo 3, STR d6, Heavy)
Plasma Gun (Range 24/48/96, Damage 2d10, AP 4, ROF 1, Ammo 10, STR d6, Maximal, Overheat)
Power Axe (Damage STR +d10, AP 6, 2-handed, -1 Parry)

Cybernetics (5/10 strain)
Power Cell (Charges in 8 hours, can power a tool or charge a laser weapon)
Mind Impulse Unit (May interface-link with starship systems)
Cortex Implant (+1 Smarts, select a quirk)
Toolkit Mechandrite (grants a reroll on failed repair checks)
Scanner Mechandrite (grants a reroll on failed Research & Science checks)
Dermal Armour x1 (+2 Armour)

This message was last edited by the GM at 20:31, Wed 15 Dec 2021.
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