Imperial Artisans ... The Painters, Crafters & Writers Guilds > The Imperial Office
Shadows over Bogenhafen character sheets [players only please]
Sig:
Johannes "Hans" Bauer
Age: 39
Dark eyes, lank hair, slim build. Looks ten years older than he is. Stubble, with greyish skin. Looks undernourished.
Height: 5'10"
Weight: 61kg
Career Class: Ranger
Career Choice: Bounty Hunter Witch Hunter
Movement 4
Weapon Skill 44*
Ballistic Skill 60***
Strength 4*
Toughness 4
Wounds 8** (7)
Initiative 51**
Attacks 2*
Dexterity 29
Leadership 30
Intelligence 48**
Cool 51**
Willpower 38*
Fellowship 34
Social standing C (14) (feared/distasteful job: one class higher to others with feared/distasteful jobs. Also, is intimidating)
Fate Points 2
Insanity points 4
Experience points 0
Skills:
Read/write (can read and write any language they know)
Night vision: 6 yards
Ride (can ride a horse skillfully)
Scale sheer surface (can climb without taking a risk test)
Cook (can cook well, and also 10% more likely to notice poison in food)
Follow trail (Can follow any trail easily. Obscure trails require INT test. +10% to estimate tests to estimate distance to target, and to estimate number of individuals from their trail.)
Shadowing (+10% to hide tests when following a target)
Silent move rural (-10% to listen tests for anyone who might hear them. Applies in all rural situations)
Silent move urban (-10% to listen tests for anyone who might hear them. Applies in all urban and most underground situations)
Specialist weapon: lasso (may use a lasso effectively as a missile weapon)
Specialist weapon: net (may use a net effectively in combat and as a missle weapon)
Strike mighty blow (+1 to damage caused in close combat)
Strike to stun (able to stun enemies effectively)
Marksmanship (+10 BS with all missile weapons. +20 BS with a specialist missile weapon, provided they are skilled in its use)
Identify undead (can recongise different types of undead creature, and knows how to fight them)
Specialist weapon: crossbow pistol (can use and maintain a crossbow pistol)
Languages:
Old Worlder (Riekspiel dialect) [can read and write]
Equipment:
sturdy but worn clothes, including a hat and cloak
rucksack with blankets, cooking pots, cutlery, tinderbox, water flask
sword
dagger
mail shirt (no sleeves)
manacles
holy symbol of Morr (an iron raven)
crossbow pistol
16 (small) crossbow bolts
Lasso
Papers from Etelka's house, including journal.
Partial translation and cipher notes from Ralmoris.
Etelka's drug box: graveroot used
Ring of strength in battle
Etelka's keys
164 crowns, 4 shillings, 5 pence.
[special rules for nets: in combat, use either as a shield (+1 armour) or to entangle (if target is hit and fails an I test, they count as prone until they pass a S or Dex test). Nets are used at -10WS. Can also be thrown up to 4 yards]
[special rules for lassos: missile weapon. Range = 8 yards short, 16 long, 30 extreme. 1 round to throw, 2 to recoil. If target is hit and fails I test, they are entangled. Roll d6: 1-3, one arm pinned. 4-5, both arms pinned. 6, both arms free. Target can free themselves on subsequent rounds by passing a S or Dex test.]
[special rules for crossbow pistol: missile weapon. Range = 16 yards short, 32 long, 50 extreme. 1 round to fire, 1 round to reload. Strength 3. Can shoot one-handed.]
Armour points:
shield = 1 [net, if used as shield]
head = 0
body = 1
left arm = 0
right arm = 0
left leg = 0
right leg = 0
Career exits:
Initiate
Templar
Bounty Hunter Advance scheme: [complete]
WS+10*
BS+10*
S+1*
W+2**
I+10*
Cl+10*
Witch Hunter Advance scheme: [active]
WS+30*
BS+30***
S+1*
T+1
W+6**
I+30**
A+2*
Dex+20
Int+20**
Cl+20**
WP+40*
Fel+10
Unlearned witch hunter career skills:
Public speaking (able to make speeches to influence crowds)
Specialist weapon: throwing weapon
Johannes grew up in an Shallyan-run home for boys after being left there by his peasant mother at 3 years old. Later he was told his family had been murdered by bandits, but the truth was much more banal - his mother had too many children and her drunkard husband had left her, so she gave up her youngest to the church. "Hans" could never reconcile the lies and harsh life he endured in the boys home with the "merciful" Shallya and grew distrustful of people who claimed they were trying to help him. He resolved to help people himself, and became a bounty hunter - living and travelling alone suited him just fine.
Hans' twenties were mostly spent on the roads of the western Empire tracking down petty bandits and the occasional body snatcher or other madman. Eventually, however, one of those madmen turned out to be a Necromancer and Hans was in far deeper trouble than he bargained for. A shambling corpse he mistook for a mere stolen body tried to strangle him as he searched a barn in an abandoned farmstead, before he was able to shove it away and decapitate the thing. He found the Necromancer already dead in his lair in a secret room beneath the barn, being eaten by the corpses of the peasant family who had been the farm's owners and had been reanimated in what turned out to be an overly ambitious ritual.
Hans fled that day, hastily locking the trapdoor behind him and setting fire to the barn. The experience shook him deeply and he realised that there was a horrific world of lies and power behind what normal people could see. Surely, everyone knew about the dangers of the dead but he had naively believed that this was a problem for less civilised lands and not something that was prevalent in Sigmar's Empire. He went to the only place he thought he could get answers - the Temple of Morr. No lies here, the church had always preached about the dangers of the undead and here was proof positive of their claims.
Fortunately Hans could read and write from his Shallyan education so was able to read texts provided for him. He took jobs helping the church's priests hunt down Necromancers before falling in with the Fellowship of the Shroud and assisting Witch Hunters. He was appalled to see not only the scum of society but also the rich and powerful involved in death cults and particularly with Khainite murder cults.
Eventually after carving out a reputation for himself as an effective investigator he became a Witch Hunter himself, feeling no strong devotion to either Morr or Sigmar, but rather a burning desire to root out corruption and the hidden evils and lies hurting the weak and innocent.
His sources have led him to Marienburg, where he has heard whispers of Khainite cultists raising the dead and creating ghouls
Mogsam:
Wesley Tumblebarrow
Male Halfling
Age: 31
[description?]
Height: ?
Weight: ?
Career Class: warrior
Career Choice: trapper
Movement 3
Weapon Skill 40*
Ballistic Skill 38
Strength 3
Toughness 3
Wounds 4
Initiative 58
Attacks 1
Dexterity 38
Leadership 33
Intelligence 26
Cool 30
Willpower 26
Fellowship 54
Social standing C (8)
Fate Points 3
Insanity points 0
Experience points 0
Skills:
Night vision: 20 yards
Read/write (can read and write any language they know)
Cook (can cook well, and has +10 to notice poison in food)
Very Resilient (+1 Toughness, included in profile)
Ambidextrous (no penalty for using the wrong hand +10% modifier for tests based on Dexterity)
Dodge Blow (May take an I test to avoid combat damage from one attack per round)
Concealment -Rural - (+20% when standing still, 5% when moving)
Orientation - (Can always find north and will not get lost easily. Int test when it is difficult.)
Row (can row a boat!)
Secret Language - Ranger
Secret Signs - Woodsman's
Silent Move Rural (-20% chance to be heard in Rural situations- doubled for 2 x same skill)
Spot Trap (+10% to avoid traps. Can disarm with a Dex test)
Languages:
Old Worlder (Riekspiela and Halfling dialects) [can read and write]
Equipment:
Backpack of Carrying (He has a backpack – containing..)
Hand Axe of Hacking (It’s just an axe he uses to hack)
Bow of Inevitable Penetration (It's just a short bow)
Hooded Cloak of Warmth (It’s just a warm cloak with a fur collar)
Boots of Storage (Because he doesn’t wear them)
Clothes of Nakedness Prevention (A less than pristine white shirt, a pair of brown worn long shorts, a waistcoat and a monogrammed hankerchief – though not his initials.)
Mr Stabby (A sharp cheese knife)
Metal hat of protection – A open faced helm
Rope (10 Yards)
1 Animal Trap
Pewter tankard and cutlery, a tinderbox and a fur blanket
Rowing boat
12 crowns, 0 shillings, 0 pence.
Armour points:
shield = 0
head = 1
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0
Career exits:
Druid, outlaw, scout.
Trapper advance scheme: [active]
WS +10*
BS +10
S +1
W +2
I +10
Dex +10
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