WCC Delayed!

What? The Weekly Character Concept feature that has never gone more than two weeks in a row is delayed again?

Yep. I did build a character using Dark Heresy and Ascension, however, I have not had the time to type them up into a blog post.

So, you have to wait. I’m sure you’re really surprised.

WCC #5: Adam Sauer

Adam Sauer has been created using the Savage Worlds Explorer’s Edition and Weird Wars II.

Vitals

Nationality: American
Service: Army
MOS: Paratrooper
Rank: Sargeant
Sex: Male
Age: 25 (in 1940)
Height: 5’7″
Weight: 150 lbs.
Birthdate: February 15, 1915

Attributes

Agility: d6
Smarts: d6
Strength: d6
Spirit: d6
Vigor: d6

Derived Statistics

Charisma: 0
Pace: 6
Parry: 5
Toughness: 7
Sanity: 5

Skills

Fighting: d6
Shooting: d6
Notice: d6
Throwing: d4
Stealth: d6
Knowledge (Battle): d8
Knowledge (Navigation): d6

Hindrances

Code of Honor (Major)
Hard of Hearing (Minor)
All Thumbs (Minor)

Edges

Rank (NCO)
Jump Qualified
US Luck

Notes

Adam is suited for any World War II game.  He has experienced several battles, one of which, he became hard of hearing due to a mortar shell exploding very close to him.  He’s an excellent NCO, he’s loved and hated by his men.  Don’t ask Adam to fix anything, as he’ll just make it worse.

Adam would be outfitted with the full gear listed for an army soldier.  He would likely be outfitted with an M1A1 Thompson, rather than a rifle.

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WCC #4: Pyotr Nikolayevich Alexandrov

Pyotr Nikolayevich Alexandrov has been created using the Savage Worlds Explorer’s Edition and Weird Wars II.

Vitals

Nationality: Russian
Service: Army
MOS: Sniper
Rank: Ryadovoy
Sex: Male
Age: 21 (in 1943)
Height: 5’9″
Weight: 130 lbs.
Birthdate: July 23, 1922

Attributes

Agility: d8
Smarts: d4
Strength: d6
Spirit: d8
Vigor: d4

Derived Statistics

Charisma: 0
Pace: 6
Parry: 5
Toughness: 4
Sanity: 6

Skills

Fighting: d6
Shooting: d10
Notice: d4
Survival: d6
Stealth: d8
Tracking: d4

Hindrances

Arrogant (Major)
Illiterate
Poverty

Edges

Trademark Weapon (Model 1930 G “Tatiana”)
Soviet Fatalism

Notes

Pyotr is suited for any World War II game.  Depending on the game, Pyotr could fight because he has to, or to avenge the loss of a loved one.  The combination of Edges an Hindrances lend themselves to a poor, farm bound young man.  Perhaps the arrogance arose from the thought that the War would give Pyotr the opportunity to grow out of his ‘place’ in the world.

The absolute minimum in gear that Pyotr would carry at any time would be:

  • Steel Helmet
  • Knife
  • Web Gear
  • Model 1930 G “Tatiana”
  • Rifle Scope

Any additional gear would be at the discretion of the Warmaster, and would depend on the situation/location.

WWC #3: Jericus Regis – Arbitrator

Jericus Regis has been made with the Dark Heresy Core Rulebook.

Background

Born into the middle hive, Jericus found himself crammed in between the nobles and the dregs of the manufactorum. His parents instilled a hive-sense of order and justice, which Jericus could not reconcile with what he saw around him. Jericus served with the Arbitrators of the hive, but not out of a duty to the hive itself, but to search for the sense of order and justice had to exist outside of his experience.

Within the hive, Jericus became known for his skills in investigations and rapport with his contacts. Jericus also developed keen perceptive skills, assisting him in his search for his prey. His skills helped him to uncover hive corruption leading up into the echelons of the hive nobles. After his superiors re-assigned him with strict orders to discontinue his investigation, Jericus began to see how deeply his hive had fallen.

CAREER PATH: Arbitrator
XP TO SPEND: 100
SPENT  XP: 500
RANK: Enforcer
HOME WORLD: Hive World (Middle Hive)
BUILD: Brawny (1.75m/80kg)
AGE: 30
SKIN: Dark
HAIR: Grey
EYES: Brown
QUIRK: Hacking Cough
HANDEDNESS: Left
WOUNDS: 14
FATE POINTS: 3
WEALTH: 25 throne gelt

Traits

Accustomed to Crowds
Caves of Steel
Hivebound
Wary

Characteristics

Weapon Skill: 27
Ballistic Skill: 41
Strength: 22
Toughness: 29
Agility: 24
Intelligence: 32
Perception: 30
Willpower: 31
Fellowship: 39

Skills

Speak Language (Low Gothic) (Int)
Speak Language (Hive Dialect) (Int)
Literacy (Int)
Common Lore (Adeptus Arbites) (Int)
Common Lore (Imperium) (Int)
Inquiry (Fel)
Awareness (Per)
Scrutiny (Per)

Talents

Basic Weapons Training (SP)
Melee Weapon Training (Primative)
Quick Draw
Rapid Reload

Upgrades

BS Upgrade (Simple)
Toughness Upgrade (Simple)

Equipment

Shotgun
32 Shells
Club
Brass Knuckles
Knife
Mesh Vest
Uniform (Good Quality)
3 doses of Stimm
Injector
Arbitrator ID
Chrono
Lho-Sticks
Micro-Bead
Lamp Pack

Notes

Jericus was created for a play-by-post game that I was a member of.  Unfortunately, the game fell through, which happens with PbP games.  I present him now, as he was after he had made a few advancements.

WWC #2: Dr. Philip Hildebrant – Mad Scientist

Dr. Philip Hildebrant has been created using the Savage Worlds Explorer’s Edition and Deadlands Reloaded.

Background

Hiledbrant immigrated from Great Britian to the United States with his parents, Ambrose and Gertrude Hildebrant in 1845, at the age of eight.  The Hildebrant’s settled in New York state, building a large estate, thanks to the medical knowledge of Ambrose.  Expected to be a doctor, like his father, Philip was placed in high quality boarding schools and eventually medical school.  While he did not resent the life he was given by his parents, as it was quite comfortable, he did resent his inability to choose what he wanted to do.  To add insult to injury, Philip’s skill as a physician far exceeded his Father’s.

In 1862, Philip joined his father’s medical practice.  At this time, Ambrose was beginning to show signs of his age.  In 1865, Ambrose was confined to bedrest.  Philip did everything in his power to help his father.  In 1868, Ambrose passed away, shortly after the great Earthquake.  Philip believed that his resentment of his profession prevented him from saving his father.  Like many, he went West to uncover the secrets of the mysterious Ghost Rock.

Infernal devices were being developed by others.  Philip saw these devices as an opportunity.  An opportunity to save others from the fate his father had to endure.  Philip believed that Ghost Rock could be harnessed to allow someone to live for eternity.  Thus began his obsession with immortality.

Vitals

Sex: Male
Age: 42 (in 1879)
Height: 5’5″
Weight: 105 lbs.
Birthdate: November 7,  1837

Attributes

Agility: d4
Smarts: d10
Strength: d4
Spirit: d6
Vigor: d6

Derived Statistics

Charisma: 0
Pace: 6
Parry: 2
Toughness: 5
Grit: 2

Skills

Healing (Sma): d10
Weird Science (Sma): d8
Guts (Spi): d4
Gambling (Sma): d4
Riding (Agi): d4
Shooting (Agi): d4
Knowledge – Anatomy (Sma): d6
Knowledge – Pharmaceuticals (Sma): d6

Hindrances

Ailin’ (Minor – Cancer, Undiagnosed)
Habit (Minor – Cigarettes)

Edges

Arcane Background (Weird Science)
Knack (Breech Birth)

Powers

Bolt – Trapping: Ray Gun

Notes

Philip Hildebrant is a tragic figure.  Forced into a life he didn’t want with unsurpassed healing skill, but unable to save his Father.  Philip can be used in a variety of ways. As a PC, he could continue on his quest to find immortality or struggle with his madness and try to regain his humanity after several failed attempts.   As an NPC, he could be a fixture in a small town – the local madman/doctor/drunk.  He also could be used as a villian, with a little tweaking.  Perhaps he fully embraces the madness and turns an entire town into Walkin’ Dead.

Philip might have a six-shooter and some cigarettes in addition to his Ray Gun.  His other posessions are likely junked attempts at an immortality device.

WCC #1: Melker Göransson – Särskilda Skyddsgruppen Operative

Melker Göransson has been created using the Savage Worlds Explorer’s Edition.

Background

Melker Göransson grew up in Västerbotten province of Sweden, near the city of Umeå.  Melker’s mother worked for TV4, his father for the Norrland University Hospital. Melker played Hockey from a young age.  He was recruited by several Universities to play for the collegiate hockey teams.  Melker had a bright hockey future, especially considering the quality of programs that were courting him.  However, Melker wanted to serve his country in a different way.  Melker decied to attend Military Academey Karlberg, which effectively stalled any potential for his Hockey career, a choice Melker has yet to regret.

The strong, athletic Melker’s conditioning was tested throughout his Officer training.  Driven to succeed, Melker graduated near the top of his class, ready to lead.  Melker moved into a position with the Amphibious Corps and showed great skill as a leader and as a solider.  These skills were quickly recognized by the Särskilda Skyddsgruppen, who recruited the young man into their ranks.

Fresh out of SpecOps training, Melker is ready to lead his new unit against what ever threats may arise.

Vitals

Rank:  Löjtnant
Sex: Male
Age: 29 (in 2009)
Height: 6’0″
Weight: 200 lbs.
Birthdate: March 23,  1980

Attributes

Agility: d8
Smarts: d6
Strength: d6
Spirit: d4
Vigor: d6

Derived Statistics

Charisma: 0
Pace: 6
Parry: 6
Toughness: 5

Skills

Fighting (Agi): d8
Shooting (Agi): d8
Repair (Sma): d4
Survival (Sma): d6
Stealth (Agi): d6
Intimidation (Spi): d4
Driving (Agi): d4
Notice (Sma): d6
Knowledge – Tactics (Sma): d4

Hindrances

Loyal (Minor) – Loyalty to Sweden
Code of Honor (Major)

Edges

First Strike
Command

Notes

Melker is suited for any modern game, but may require some modifications, depending on the actual details of the setting (eg, if the setting was set during the Weird Wars, one might want to add some points to Guts).  Melker can be outfitted with a wide range of weaponry, personal armor and other Spec-Ops gadgetry. A recommended outfitting for a general assault mission would be include:

  • Kevlar Vest
  • Leg/Arm Armor
  • Spec-Ops Helmet
  • Assault Rifle or MP5
  • Colt .45
  • Entry Charges (x2)
  • Frag Grenades (x2)

Weekly Character Concept

As I noted in my last entry, I’m going to release a series of character concepts, for use by whomever wants to use them as PCs or NPCs or just for ideas.  Until I can think of a better name (which, is likely never), the series will be named: Weekly Character Concept (WCC).  I’d appreciate any comments/suggestions/improvements to the series so that it becomes something that is usable for its intended purpose.

A few notes on the series:

  • Characters will generally be generated in a particular system.  I will identify the system in the opening paragraph and in the tags of the post.
  • I will be intentionally leaving large amounts of backstory/personality/appearance to the individual to flesh out.  I will provide some major details, but I’ll leave enough open for the individual to clarify what they feel is required.
  • I will provide a few notes on the character, including a recommended equipment list.

There’s no charge to use the character, but I’d appreciate that you’d let me know that you’re using my character(s).

The first character will be posted later today.