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Jester CS

The document details a character named Jester, an 18-year-old female from Gunmetal City, Scintilla, with various skills and traits suited for survival in a hive environment. She possesses a range of weapons, talents, and gear, including an autogun and autopistol, and has unique characteristics such as being accustomed to crowds and having a bonus to initiative rolls. Additionally, the document outlines her attributes, movement capabilities, and starting wealth, along with various items and equipment she carries.

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Terence Lin
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0% found this document useful (0 votes)
19 views6 pages

Jester CS

The document details a character named Jester, an 18-year-old female from Gunmetal City, Scintilla, with various skills and traits suited for survival in a hive environment. She possesses a range of weapons, talents, and gear, including an autogun and autopistol, and has unique characteristics such as being accustomed to crowds and having a bonus to initiative rolls. Additionally, the document outlines her attributes, movement capabilities, and starting wealth, along with various items and equipment she carries.

Uploaded by

Terence Lin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Jester

Scum
Sex: Female
Age: 18
Home World: Hive
Origin: Gunmetal City, Scintilla
Quirk: Wisecracking and irreverent
Build: Slim
Skin: Fair
Hair: Blue
Eyes: Red
Imperial divination: “The only true fear is of dying with your duty not done"

Characteristics

Weapon Skill (WS): 27 Adv Taken: { }{ }{ }{ }

Ballistic Skill (BS): 39 Adv Taken: {x}{ }{ }{ }


Strength (S): 28 Adv Taken: { }{ }{ }{ }

Toughness (T): 27 Adv Taken: { }{ }{ }{ }

Agility (Ag): 43 Adv Taken: {x}{ }{ }{ }


-Dodge

Intelligence (Int): 32 Adv Taken: { }{ }{ }{ }


-Speak Language (Hive Dialect)
-Speak Language (Low Gothic)
-Common Lore (Imperium)
-Tech-Use

Perception (Per): 34 Adv Taken: { }{ }{ }{ }


-Awareness +10

Will Power (WP): 30 Adv Taken: { }{ }{ }{ }

Fellowship (Fel): 48 Adv Taken: {x}{ }{ }{ }


-Blather
-Charm
-Deceive

Movement: 4 / 8/ 12/ 24
Wounds: 14/14
Corruption Points: 0
Insanity Points: 0
Fate Points: #/3
Total XP: 500
XP left: 0
Starting wealth: 11
Remaining wealth: 11

Talents:
-Ambidextrous
-Melee Weapon Training (Primitive)
-Pistol Training (SP)
-Basic Weapon Training (SP)

Traits:
Accustomed to Crowds
Hivers grow up surrounded by immense herds of humanity. They are used to weaving
through even the densest mob with ease.
Benefit: Crowds do not count as Difficult Terrain for hivers, and when Running or Charging
through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.

Caves of Steel
To a hiver, surrounded at all times by metal, machinery and industry, the arcane mysteries of
technology are not so strange.
Benefit: Hivers treat the Tech-Use (Int) skill as a Basic Skill.

Hivebound
Hivers seldom endure the horrors of the open sky or the indignity of the great outdoors.
Penalty: Hivers take a -10 penalty to all Survival (Int) Tests, and while out of a “proper hab”
(e.g. places without manufactured goods, solid ceilings and electrical power) the hiver takes a
–5 penalty to all Intelligence Tests.

Wary
Hivers are constantly alert for the first hint of trouble, be it a gang shoot-out, hab riot, or
hivequake.
Benefit: All hivers gain a +1 bonus to Initiative rolls

Weapons: Autogun and 5 clip, autopistol and 5 clip

Name Class Range RoF Dam Pen Clip Rld


Special Wt Cost Availability
Autopistol Pistol 30m S/–/6 1d10+2I 0 18 Full — 2.5kg 75
Common
Autogun Basic 90m S/3/10 1d10+3I 0 30 Full — 3.5kg 100
Average

Name Class Range Dam Pen Special Wt Cost


Availability
Frag(5) Thrown SBx3 2d10X 0 Blast(4) 0.5kg 10 Common
Firebomb(5) Thrown SBx3 1d10+3E 6 Blast(3) 0.5kg 5 Plentiful

Name Class Range Dam Pen Special Wt Cost


Availability
Club Melee — 1d10I 0 Primitive 2kg 5 Abundant
Knife Melee,Thrown 3m 1d5R 0 Primitive 0.5kg 5 Abundant

Ammunition:
Armour: quilted vest, street wear (Poor Quality Clothing).

Armour Type Location(s) Covered AP Wt Cost


Availability
Flak Helmet Head 2 2 kg 25 Average
Flak Jacket Arms, Body, Legs 3 6 kg 100 Average

Gear:
Encrypted Data-Slate: A Data-Slate that will erase all data if not handled in a certain way
predetermined by the user.
Lamp Pack: A common source of light at night or in darkened areas, these handy devices
can usually illuminate an area a dozen or more metres in diameter. A typical glow-globe or
lamp pack lasts 1d5 hours before it needs to be recharged or have its power cell replaced.
Micro-bead: A micro-bead or comm-bead is a short-range communication device worn in
the ear, good out to about one kilometre. Such things as bad weather, dense terrain and
intervening rock or plasteel can greatly reduce this range, however.
Chrono : Chronos are hand-held or wrist-worn timepieces, generally dependable and simple
to use.
Backpack: A personal carrying device can take many forms, but is usually some kind of bag
with attached straps for ease of carrying. A backpack can usually carry approximately 50
kilograms.
Respirator: This is a breathing mask that covers the nose and mouth or entire face, and
offers much better protection than filtration plugs. A character wearing a respirator or gas
mask gains a +30 bonus to Toughness Tests made to resist the effects of gas, and may re-roll
failed results.
Grapnel: Grapnels use a small launcher or gun to fire a hooked or magnetic grapnel,
connected to the launcher with a thin but strong wire (100m). Once the grapnel attaches to the
desired spot, such as a rooftop, the user can manually climb the line or activate a powered
winch. In a pinch they can also be used as a crude (and messy) projectile weapon (counting as
a single-shot crossbow).
Harness: A compact spool-stored safety line, with a magnetic or hooked clasp. These are
ideal for safety on rooftops or rappelling down buildings. A character using a clip harness to
descend a
vertical surface gains a +30 bonus to Climb Tests and cannot fall if he fails.
Injector: An injector can hold a single dose of any drug, which a character may administer
as a Full Action.
Medikit: A typical medikit contains various cataplasm patches, contraseptics and synth-skin.
A character that has a medikit at hand when using the Medicae skill gains a +20 bonus to
their test. Medikits also come with 6 doses of stimm, which must be replaced separately when
used.
Stimm:Stimm is a powerful drug that works to mask pain and drive fighters on when their
bodies would otherwise give up. A dose of stimm lasts 3d10 Rounds. During this time a
character ignores any negative effects to their Characteristics from Damage or Critical
Damage and cannot be Stunned. When the stimm wears off, the character takes a –20 penalty
to Strength, Toughness and Agility Tests for one hour.
Ration Pack:3
Recaf:3
Magnoculars: These are powerful vision aids, which magnify distant objects. More
advanced, higher-quality magnoculars can also do such things as give range read-outs, detect
heat sources, calculate target location positioning and take image snapshots for later analysis.
Lascutter: When a door (or more commonly a bulkhead) cannot be opened normally, a
lascutter comes into play. Originally used by miners, these short-range devices emit an
intense laser beam, which can knife through hard, dense materials such as rock, steel and
even armour plate with relative ease. As a general rule, a lascutter can cut through, or weld
shut, 10 cm of metal a Turn (this length of time can be adjusted up or down depending on the
thickness of the material in question). Lascutters are too unwieldy to be used in combat.
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 Silent Move Tests. A stummer typically has enough power for
20 minutes of continuous use before needing to be recharged (taking about one hour).
Charge Packs: x2

Silencer, manacles, recoil glove, pict recorder

Coscarla Pass Tokens: (One per Acolyte) These coded devices, each about the size of a
small thick coin, will allow you legal clearance for the Coscarla Division and free passage on
the transit rail around the midhive area.

Coblast Assay Cognomen: (One per Acolyte) These encrypted metal punch cards are
identity markers, there is one tailored for each of the Acolytes and they include an enforcer
code tag allowing them to carry arms for self defence. They signify that the Acolytes are
“bonded agents for the Coblast Assay”, a Sibellan mercantile operation of somewhat dubious
repute but not inconsiderable power, specialising in tech salvage and “manpower services”.

Hand Vox: (One per Acolyte) These are cheap and battered looking personal communication
devices that use a private encrypted channel, and are good for a range of a few kilometres in
the hive.

Low Hiver’s Overcoats: (One per Acolyte) These voluminous and somewhat tattered
patchwork leather and canvas highcollared overcoats are common lowhiver garb in Sibellus
and will easily fit over anything you are wearing. They are also quite tough and will provide
you with 1 Primitive Armour Point (not stackable with other armours you may have)

Chem Lamps: (One per Acolyte) These small portable lamps use a chemical reaction to
provide light and operate continuously while their shutters are open. Such lamps will
illuminate an area of about a three metre radius around it or provide a six metre directed
beam of whitish light.

Coded DataSlate: This worn-looking brass cased dataslate carries basic copies of the
information found in their briefing, a series of maps and data about the Coscarla and (largely
empty) files on the Arbests, including pictures of them and addresses taken from the
Administratum register. The slate also has basic short range audio and visual recording and
playback functions. If accessed without proper codes all data will be deleted permanently.

BioSample Kit: Added as something of a hopeful afterthought, this satchel carries three
small biostorage tubes and a small bioauspex with a range of about a metre or so. Set for
human tissue, the indicator on the auspex will flash red and whine with increasing volume in
the proximity of anomalous tissue. The kit also comes with a long bladed, razor edge mono
scalpel (this will inflict 1d5–1 plus the wielder’s Strength Bonus (SB) Damage and ignores
the first 2 Armour Points (AP) of the target).

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