Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Old Character Thread; pregens included

Name : Archetype : Age : Armor : Aptitudes: Corruption: BS WS S T Ag Int Per WP Fel Infamy 20 20 20 Cybernetics : Description : Fate Points: X, Temp: X Max. Carrying Weight: kg Movement: X/X/X/X Wounds: XX XP spent 0 XP total: 8,000 Skills x Talents Traits Weapons: Other equipment on your person:
Name : Big Plük , and Bomdarb Archetype : Renegade (Ogryn) Motivation : Violence Age : 48 Armor : None Aptitudes: Fieldcraft, Offense, Strength, Toughness, WS, and Willpower Corruption : 7 BS WS S T Ag Int Per WP Fel Infamy 26 39 73 44 17 11 30 33 37 26 Cybernetics : None Description : A hugely obese Ogryn prisoner of the Pax Imperialis. Plük was a gang leader back on Highlock IV, a Heavy Gravity Ogryn world in the Reach. He managed to muscle in on the territory of a Khorne cult, rising to a position of some authority before Vladimar Crane stepped in, slaughtered the entire region via carpet bombs, and in the aftermath captured Plük and his mutant lieutenant Bomdarb for interrogation, and summary execution. Failings: (Charm/Gluttony) Homeworld : Highlock IV Infamy Points : 2 Initiative : 1d10+1 Max. Carrying Weight: kg Movement: 3/6/9/18 Wounds: 36 XP spent : 7,950 XP total: 8,000 Skills: Athletics, Charm, Dodge, Intimidate +20, Parry, Survival Note : Plük is illiterate in Low Gothic hence the lack of Linguistics. He can understand only simple concepts and small words. Thinking was never his strong suit, he has Bomdarb for that. Talents: Berserk Charge, Combat Sense, Die Hard, Escalating Rage (Each time an ally his hit in combat while Plük is Frenzied, he gains +1 to both Unnatural Strength and Toughness; to a max of +8), Frenzy, Iron Jaw, Light Sleeper, Lesser Minion of Chaos (Bomdarb), Sound Constitution x4, Takedown, Thunder Charge, Weapon Training (Heavy, Low-Tech, and SP). Traits : Auto-Stabilized, But Its Dark in 'Dere!, Clumsy, Size (Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2) Weapons : Poor craftsmanship improvised great weapon . Other equipment on your person : Ogryn-sized prison jumpsuit.
Name : Ulysses Tristan Mercator MMXIV Archetype : Apostate Motivation : Arcane Player : Redfox Age : 60 Armor : AP 4 + Tb 4 = 8 to arms, body, and legs; Tb 4 to head Aptitudes : Intelligence, Knowledge, Navigator, Perception, Social, Willpower Characteristic Rolls: <a href="http://invisiblecastle.com/roller/view/4618859/" rel="nofollow">http://invisiblecastle.com/roller/view/4618859/</a> Corruption : 29; Gifts of the Gods: Warp Sight (-10 to Scrutiny tests but +10 to Awareness tests) BS WS S T Ag Int Per WP Fel Infamy 40 29 27 40 29 42 58* 40* 26 21 Cybernetics : Interface Port Description : Ulysses, Lord Mercator is approximately the two thousandth Navis to bear the name, and he wears it with self satisfied pride. At two meters tall, Ulysses is a sight to behold with completely hairless milky white skin, an uncharacteristically muscled body, and a faintly greyish cast to his features. Gangly and thin, the Nobilite has piercing blue within blue eyes and his lips and tongue have both been tattooed extensively with intricate swirling patterns in a luminescent violet ink that glows faintly even in bright light. The young lord has only recently undergone his second juvenat treatment, and his skin is perfectly unmarked and unlined except for a little extra skin that is beginning to gather at his elbows and knees, however that is easily hidden beneath his hand-tailored formal bodyglove. Failings: (Foresight/Wrath) Homeworld : Terra Infamy Points : 2 Initiative : 1d10+6, or 1d10+12 when using Tides of Time and Space . Max. Carrying Weight: 36 kg Mental Disorders (6 levels worth): Compulsion: Check the Geller Field Before Going into the Warp (minor; +10 to WP tests to resist), Dead Comrade: Ulysses sometimes sees Master Iphigenia, the former captain of the Pax Imperialis who was killed during the mutiny by the escaped prisoners (severe; +0 to WP tests to resist), Fear of the Dead (minor; +10 to WP tests to resist), Obsession: Daemons (minor; +10 to WP tests to resist), and Phobia: Planets, your mother told you you were destined to die on a forgotten world (minor; +10 to WP tests to resist). Movement: 4/8/12/24 Navigator Mutations : Disturbing Grace, and Pale and Hairles s ; Note : You can trade these in for randomly determined Gifts of the Gods or keep them, your choice must be made before session one but if you trade them in you have to trade both in. Wounds: 11 XP Spent: 7,400 XP total 8,000 Skills : Awareness, Common Lore (Adeptus Arbites, Imperial Creed, Imperial Navy, Navis Nobilite), Deceive, Forbidden Lore (Daemonology, Jericho Reach, Navigators, Warp), Linguistics (High Gothic, House Mercator Codes, Low Gothic), Medicae, Navigation (Stellar, Warp), Psyniscience, Scholastic Lore (Astromancy), Tech-Use, and Trade (Voidfarer). Talents : Dark Soul, Decadence, Enemy (House Ortellius), Hatred (Chaos), Navigator, Peer (Adeptus Arbites, Criminals, Military, Nobility, Underworld), Quick and the Dead, Rival (Inquisition), Weapon Training (Las). Traits : Dark Traces of Legend (House Mercator members acquire additional rewards [DM's Fiat] when completing objectives related to Forbidden knowledge or restricted information)., In Service to the Throne, Line of Madmen (Each time a House Mercator Navigator learns a new Navigator power they must make a Challenging Willpower test or gain a new Mental Disorder or increase the severity of an existing Disorder), Price of Secrets, and Unnatural Agility (+2). Navigator Powers (7+1): Ebb and Flow (Novice; Navis primer pg 88: Opposed Willpower test against a single target you can see; if successful the target can't take reactions, and anyone attempting to Dodge or Parry attacks made by the target gain a +10 bonus; Sustain: Yes, Half Action.), Evil Eye (Adept; Navis primer pg 89: Opposed Willpower test vs one target within 5 meters is cursed, while cursed the target takes a -10 penalty to all tests, and a total penalty of -20 to Interaction tests, all his or her weapons gain the Unreliable trait. Further anyone within five meters of the target that manifests a Psychic Power automatically causes Psychic Phenomena even if they normally wouldn't), Gaze into the Abyss (Novice; lets Ulysses see somethings true nature), The Lidless Stare (Novice; attack power), Tides of Time and Space (Novice; lets Ulysses predict the immediate future in combat, doubles Ag bonus for the purposes of initiative and gives himself an additional Half-Action), Tracks in the Stars (Novice; lets Ulysses track ships in the Warp), and Void Watcher (Novice; Ulysses can use his Warp Eye to make Awareness tests up to 5 Void Units or 50,000 kilometers away such as silent running voidships). Elite Advance : Secret Taint (400 xp). Weapons : Best-Craftsmanship hellpistol with backpack power supply, and best-Craftsmanship metal staff bearing a miniature replica of the Pax Imperialis voidship figurehead: a blindfolded woman with an eagle's head and a scale and scepter grasped in her crossed arms. Other equipment on person : best-Craftsmanship xeno-mesh armor, Emperor’s tarot deck, silk headscarf, Nobilite robes, charm, micro-bead disguised as a elaborate gold ring, good-craftsmanship bodyglove with integrated cooling coils.
Name : High Captain Jace Praepes, the master of the Impuratus Umbra Thesaurum , and self proclaimed king of all Pirates. Archetype : Pirate Prince Motivation : Player : Iolability Age : Armor : Guard flak armor Aptitudes : Agility, Ballistic Skill, Intelligence, Leadership, Offense, Social Characteristic Rolls: <a href="http://invisiblecastle.com/roller/view/4619057/" rel="nofollow">http://invisiblecastle.com/roller/view/4619057/</a> Corruption : 5 BS WS S T Ag Int Per WP Fel Infamy 43* 35 41 40 51** 34 37 25 45 26 Cybernetics : None Description : Failings: (Wealth/Hubris) Homeworld : Khazant Infamy Points : 2 Initiative : 1d10+7 Max. Carrying Weight: 56kg Mental Disorders : Kleptomania (minor), Obsession: Regain my ship the Impuratus Umbra Thesaurum (minor), and Visions and Voices (minor) Movement : 5/10/15/30 Wounds : 13 XP Spent: 7150 XP total 8,000 Skills : Charm, Command, Common Lore (Adeptus Arbites, Adminstratum, Imperial Navy, War), Deceive, Dodge +10, Forbidden Lore (the Black Rift, Jericho Reach, Pirates, Xenos), Linguistics (Low Gothic), Logic, Navigation (Stellar), Operate (Aeronautica, Ground, Voidship +10), Parry, Scholastic Lore (Astromancy), Scrutiny, Sleight of Hand, Survival, Tech-Use, Trade (Voidfarer). Talents : Enemy (Adeptus Arbites, Imperial Navy), Good Reputation (Pirates), Hatred (Imperial Navy), Jaded, Paranoia, Nerves of Steel, Peer (Pirates, Underworld), Quick and the Dead, Weapon Training (Bolt, Low-Tech, SP) Traits : Jealous Freedom : You react violently towards the prospect of imprisonment or loss of your freedom. You must make Willpower Test to avert this, modified by the provocation and the consequences (set by the GM) of succumbing to your dread. Creature of Comfort : A Pirate Prince thrives in lavish and opulent comfort, and few can endure being separated from this lifestyle for long. Pirate Princes gain one additional Degree of Success when attempting to acquire goods or services of Good Craftsmanship or better but suffer a –10 Penalty to any Tests made using Poor Craftsmanship goods or services. Also, a Pirate Prince receives a +10 Bonus to all Operate (Voidship) Tests while on his ship’s bridge. Note that the Pax Imperialis is does not count as his ship which is the Impuratus Umbra Thesaurum, a wolf pack raider. Maniacal Narcissist : Pirate Princes are extremely proud and willing to sacrifice everything in their pursuits. Upon character creation, the Heretic must choose Ballistic Skill, Weapon Skill, or Operate (any one) as his specialty. After spending an Infamy Point to gain a +10 bonus on a Test that involves this speciality, but before any additional dice are rolled, he gains an additional +10 on the Test. However, if he fails the Test, he must pass a Hard (–20) Willpower Test or attempt the Test again (if able). If unable to successfully complete the failed Test, the humiliated Pirate Prince suffers a –10 Willpower penalty until he is able to successfully complete that task (or the end of the session). Master of Space : You can re-roll the first failed Operate (Voidship) test to Maneuver a ship you make each round. Paranoid : -10 to all Interaction tests made in formal situations Survivor : +10 bonus to resist Pinning and Shock Weapons : Best-craftsmanship mono-sword, and common-craftsmanship bolt pistol. Other equipment on person : Guard flak armour. Micro-bead, void suit, blessed ship token, re-breather, beggar’s cloak, 2 bottles of amasec, pict-recorder, vox-caster, poor quality alcohol, obscura, good craftsmanship cartograph.
Name : Kaptin Snaga Morbad Archetype : Forsaken; Special Ability: Resourceful (+10 to acquire items with an availability of rare or less) Motivation : Legacy Player : Uranus Bustamonte Age : 12 Armor : Squig-hide Coat and Squig-hide Leggings (AP 3 + TB 6 = 9 to arms, body, legs) Corruption : N/A BS WS S T Ag Int Per WP Fel Infamy 30 55 42 61 23 9 25 29 21 27 Cybernetics : None. Description : Greenskinned pirate who is accompanied by three Gretchin (treat as minions of chaos), and two Snotlings (treat as lesser minions). Failings : (Fortitude/Waste) Infamy Points : 2 Initiative : 1d10+2 Max. Carrying Weight : 78 kg Mental Disorders : Invulnerability (Severe). Movement : 2/4/6/12 Wounds : 18 XP Spent: 8,000 XP total 8,000 Skills : Awareness, Commerce, Common Lore (Orks, War), Intimidate +10, Linguistics (Low Gothic, Ork), Operate (Ground +10, Voidship), Parry Talents : Bulging Biceps, Enemy (Imperium), Furious Assault, Iron Jaw, Peer (Deathskulls, Ork Freeboota), Quick Draw, Resistance (Cold, Poisons), Runtz x4, Sound Constitution x1, True Grit, Weapon Training (Choppa, Shoota, Slugga, SP), Runtz Prerequisite: Ork The Ork is constantly followed by slaves and pets, some of which may even have been spawned from the spores he sheds. The Ork has a number of Runts in his impromptu entourage equal to the number of times he has taken this talent. These may be Attack Squigs, Gretchin, or Snotlings, in any combination. Snotlings, due to their lack of size and general uselessness, count as half a Runt for the purposes of this talent. Should any of the Ork’s Runts die due to battle or simple mistreatment (more than a few Gretchin have died due to being accidentally sat on by their masters, or from injuries suffered when kicked a little too hard), a new one will take its place, at the next opportunity the GM deems appropriate (such as the next time you’re on a planet’s surface for more than a few hours). An Ork’s Runts will follow its commands, often under the threat of being kicked by the Ork, and as Greenskins are subject to the Might Makes Right rule. Traits : ‘Ard :Orks gain the Unnatural Toughness (+2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. Additionally, all Medicae tests to treat the injuries of an Ork gain a +20 bonus, due to the Ork’s robust physiology. Made Fer Fightin’ : Orks gain the Furious Assault Talent. Make It Work : Any Ork weapon with the Unreliable quality is not considered to be Unreliable when wielded by an Ork. Might Makes Right :When dealing with other Greenskins (Gretchin, Snotlings, other Orks), an Ork may use the Intimidate skill to perform all the normal functions of the Command Skill, affecting a number of subordinate Greenskins equal to his Strength Bonus. When dealing with non-Greenskins, the Ork does not get this bonus. Mob Rule: For every additional Ork within 10m, the Ork’s Willpower is increased by +10 to resist the effects of Fear and Pinning. Sturdy : Unnatural Toughness (+2) Weapons : Good-kraftsmanship More Shooty Slugga (range 20m, S/3/–, 1d10+5 Impact, Pen 1, Clip 18, Rld 1 Full, Inaccurate, Proven (3), Unreliable Wt 2 kg), plus one best-kraftsmanship Choppa w' Sparky Knobs (melee, 1d10+2 R, Pen 2, Shocking, Unbalanced, Wt 8 kg). Other equipment on Ork : Ork style void suit, Squig-hide Coat and Squig-hide Leggings. Huge hat taken from fallen Rogue Trader. 3 Teef.
i loled at this more then i should have, kudos to you for adding orks
1409356986

Edited 1409357126
Can we make character sheets and post chracters instead? I feel more comfortable with them since they're easier to use and less clustered to me.
Name : Cyrus Cylinder Archetype : Renegade (Willpower) Motivation : Pick one from the Black Crusade corebook Player: Your name here? Age : 29 Armor : None. Aptitudes: Ballistic Skill, Defense, Fellowship, Offense, Perception, Psyker, Tech, and Toughness Corruption: 15 ; Gifts of the Gods: Blessed Fits (Should the character ever declare that he is using an Infamy Point to reroll a failed test and then fail the re-roll, he is struck by a seizure and Stunned for 1d10 Rounds. When he awakens, he does not count as having used the Infamy Point.) BS WS S T Ag Int Per WP Fel Infamy 32* 24 29 38* 40* 29 37** 49** 29 30 Cybernetics : Common craftsmanship bionic arm (deactivated Integrated Lathe-lasrifle inside), and a common craftsmanship bionic leg Description : A former Moderati in the Intericio Mortem Trudicators, or IX Venatorii, Cyrus was stripped of his rank and MIU implant after the disastrous rout and dimidiumation the legio suffered at the claws and teeth of Hive Fleet Dagon during a mission to liberate the planet Vanir from the heretical War Kings. Effectively, all members of the legion except those that abandoned their posts were slaughtered by the sudden and surprise attack by the savage Xenos. This cowardice condemned him in the eyes of his superiors who labeled the survivors as dead men walking, and sent the survivors to the meat grinder that was the Vanity front. Even after the eventual liberation of that radioactive Dead World, Cyrus found little respitee, he and his men were put to work assembling an archaeotech gun tower to bolster the orbital defenses of the Pleasure World Iatos even as workers disappeared left and right under mysterious circumstances that were being covered up by the Imperial Guard. When a Mechanicus vessel arrived in the system, many of the surviving Venatorii were brought aboard so they could be executed and turned into replacement servitors. However, the subsequent loss of Iatos to Exterminatus forced Cyrus and his fellows to face a different doom, exile to a Penal World. Now after having been locked up on a prison barge for over a year, Cyrus has begun to hear weird whispers and catch glances of his dead comrades, perhaps a judgement from the Omnissiah for his failure to save them. Failings ( Pick 2 from BC corebook ) Infamy Points: 3 Max. Carrying Weight: 36 kg Mental Disorder: Dead comrade (acute -10 to Willpower tests to ignore) Movement: 4/8/12/24 Wounds: 15 XP spent 7,250 ; Note : for 200xp you can start with a Psy rating of 1, however this invalidates your Nascent Psyker trait, and for an additional 400 xp you could raise that Psy rating to 2. XP total: 8,000 Skills : Athletics, Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War), Deceive +20, Dodge, Intimidate, Linguistics (Low Gothic, Tech Lingua), Logic, Operate (Surface), Psyniscience, Scrutiny, Stealth, and Tech-Use Talents : Enemy (Adeptus Mechanicus, Departmento Munitorum, and Imperial Guard), Hatred (Tyranids), Iron Jaw, Nerves of Steel, Paranoia, Weapon Training (Heavy, Las, Low-Tech, and Plasma ) Traits : Beyond Redemption, Cog Whisperer (the Heretic may bond with up to his Fellowship bonus (2) machines such as a dataslate, a ship component or a pistol and gain a +10 bonus to all tests to use the machine, additionally he may spend an Infamy point to automatically know what is wrong with the machine as well as gain a bonus equal to 5 times his Intelligence bonus to fix it, maximum of +30; if the machine is ever destroyed the heretic gains a minor mental disorder as a consequence), Isolated by Machines, Nascent Psyker ( Each session you roll 1d100 and gain that much XP that can only be used to purchase Psychic Powers or Minor Manifestations except that you never need to roll a Focus Power test to use the powers, instead the power is automatically successful as if you had scored a number of degrees of success equal to your Willpower bonus and always triggers Psychic Phenomena adding his Willpower characteristic to the Psychic Phenomena roll. You are considered to have a Psy Rating of 0, are unbound and cannot consciously control your powers, instead one is triggered whenever your character witnesses an allied NPC get injured or killed, or whenever Cyrus suffers Shock, or whenever he suffers at least one point of critical damage or when he is under extreme stress (GM's discretion). Since this is a Black Crusade game, you can also Push yourself, lets say 1d5-2 times per session and review it later on, granting a Psy rating of up to +5, with all the drawbacks inherent to Pushing. Furthermore, if you ever gain a Psy Rating, you lose the Nascent Psyker trait but keep all the powers and minor manifestations that you've learned. ) Soldiers of the Omnissah, The True Flesh (mechanicus implants). Psychic Powers : Desperate Transmogrification Focus Power Test : Challenging (+0) Willpower test Action : Full Action Range : Touch Sustained : No. Subtype : Biomancy Description : The nascent psyker can try to instinctively heal himself however he needs a source of raw materials to effect this change. By grabbing a hold of living flesh, the nascent psyker can attempt to use the untamed power of the Warp to draw the living matter into himself and use it patch up his injuries, inflicting 1d5 + Psy rating Rending damage to a living creature, and removing 1 wound per point of damage inflicted from himself. He may also attempt to use this power on non-living matter such as corpses, metal deck plates, or the like. This increases the difficulty of the focus power test to Hard (-20) and heals damage equal to his Psy rating. Either way, the psyker gains 1d5 Corruption from each attempted manifestation of this power. Enfeeble Focus Power Test : Challenging (+0) Opposed Willpower vs. Toughness test Action : Half-Action Range : 20 meters x Psy rating Sustained : Yes. Half-Action Subtype : Biomancy Description : If the target fails to resist this power they are stunned for one round, additionally if the power is sustained each time that the target rolls doubles they gain levels of Fatigue equal to half the heretics Psy rating. Imperator Mechanicum Focus Power Test : Difficult (-10) Willpower test Action : Full Action Range : 10 meters x Psy rating Sustained : Yes. Full. Subtype : Telekinesis Description : The nascent psyker can reach out with his will to infest a nearby machine no larger than a single ship component, while the power is active the psyker can control the functions of the machine such as unlocking or opening doors, firing weapons, or anything that the machine could normally do. However the machine gains the Unreliable quality while this power is in effect, and the machine uses its own characteristics (if any) or the psykers at a -10 penalty if it lacks one. In the case of bionics and cybernetics, the Focus Power test becomes an Opposed roll. Mental Force Focus Power Test : Challenging (+0) Willpower test Action : Half-Action Range : 1m x Psy Rating Sustained : No. Subtype : Telekinesis Description : One of the most common ways that a person can first exhibit psychic abilities is lashing out with a sudden blast of telekinetic force. This power is unsuited to fine manipulation and has all the subtlety of a hammer to the face. When this power manifests, the strength is sufficient to move 50 kg x Psy rating up to 10 meters in any direction. If directed at a living target it deals 1d10 Impact damage with the Primitive (X) and Unstable qualities, where X is equal to the Psy rating. It may be Dodged normally. Mind Shadow Focus Power Test: Ordinary (+10) Willpower test Action: Half-Action Range: Self Sustained: Yes. Subtype: Telepathy Description: This manifestation conceals the nascent psykers from observation by living creatures. As long as the manifestation is sustained, the nascent psyker gains a bonus to Stealth tests equal to five times his Willpower bonus (maximum of +30) and may make a Stealth test at the end of any round in which he did not attack, charge, interact or run, as a Free Action. This manifestation does not affect machines including anyone with the Machine trait. Suggestion Focus Power Test : Challenging (+0) Willpower test Action : Half-Action Range : 2 x Willpower bonus in meters Sustained : No. Subtype : Telepathy Description : You introduce a single telepathic suggestion into a target’s psyche, making him more open to a line of thought, experience a brief sensation that lends credence to what you are saying, or momentarily experience an emotional state of your choosing. You gain a bonus to the next Interaction skill test you make against the target equal to five times your Willpower bonus (maximum of +30). Weapons and armor in lockup : venator blade, crimson guard carapace armor Additional equipment : Green prison jumpsuit, rucksack, anointed toolkit, mess kit, water canteen, blanket, sleep bag, and implanted cognomen ID.
1409436524

Edited 1414890891
Tz1a-C0il Specialist: Architectus Magna Archtype: Renegade( Int) WS 31 | BS 54 | Str 65/75US | T 41 | Ag 22 | Int 61 | Per 30 | WP 31 | Fel 29,Inf 51 Armor: Crimson Armor (6 all) TB+A= 8DR Aptitudes : Agility, Defense, Toughness, Tech, Ballistic Skill, Strength ,Intelligence,and Will Power Corruption: 16 Fate Points: 5 / + temp Insanity: 0 Max. Carrying Weight : 78Kg. Movement: 6/12/18/36 Wounds: 10 Fatigue: 0 XP spent (9,000 total): Starting talents(Paranoia,Res-Fear,Jaded, WT Las-Lowtech)/ Mechadendrite Use(Both)+ 600Xp,Master Enginseer and Chirurgeon=800 Xp, 3 Int Advances=850, 2 Lvl’s Medicae=500Xp,2 Lvl’s Tech-Use=500Xp,1 Lvl Common Lore (Adeptus Mechanicus)=600Xp,Initiated Maintenance= 200Xp,Weapon Training(Conversion Beamer,Heavy)=600xp, Lvl1 Awareness=350 Xp,Perfected Maintenance=300Xp, 3 Tou Advances=850Xp, Rite of Synchronized Steel=300Xp, 2 BS Advances=750Xp, Operate(Suface,Aeronautica,Voidship)=T +600 Xp, Navigate(Suface,Stellar,Warp)=T +600 Xp, Excessive Wealth= 250Xp, Trade (Armourer) Lvl 2= 550Xp, Trade (shipwright)=200Xp XP total: 9,030 Skills . Common Lore(Adeptus Machanicus+20%,Tech=T),Medicae=+20%,Operate(Surface)=T,Scholastic Lore(Chymistry)=T,Scrutiny=T,Tech-Use=+20%,Linguistics(LG,Techna-Lingua)=T,Logic=T, Awareness=T, Talents: Paranoia(+2 Initative Roll and GM may test Per for Hidden Threats), Resistance Fear(+10 to Fear test), Jaded, Weapon Training(Las,Low Tech, Integrated), Mechadendrite Use(Both), Master Enginseer and Chirurgeon(+10 to Skill and More),Initiated Maintenance Traits: The True Flesh( Mechanicus Inplants Trait+ can Use Integrated Weapons), Isolated By Machines(-10 to Interaction Tests for non-forge world and Adeptus Mecanicus), Soldiers of the Omnissiah( counts as both a Medic and a Tech-Priest for prerequisites), Disciples of the Machine God(-10 Interaction Tests for Ecclesiarchy) Cybernetics: 1 Utility Mechadendrite, 1 Medicae Mechadendrite, 1 (good) MIU, Best Synthmuscle, 8 Good Bionic Spider Legs Weapons: Integrated Phased Plasma Rifle(Class;Basic, Range;100m, ROF; S/2/4, Dam; 2d10E, Pen;6, Clip;N/A, Rld; N/A, Special -, Wt.; 12kg) Venator Blade: Class; Melee, Dam;1d5+2R, Pen;2, Balanced,Felling(2),Razer Sharp, . Other equipment on your person: Diagnostor,Injector,Medkit,1 week Ration past. . Age: Description: Coming Soon Background: Coming Soon
Name : "Chuckles" Chudderson Archetype : Renegade (WS) Gain +1 degree of success on all successful Weapon Skill tests. Player Name : Hoppy Age : 16 Armor : None Aptitudes: Agility, Fieldcraft, Finesse, Intelligence, Perception, Social, Weapon Skill Corruption: 0 BS WS S T Ag Int Per WP Fel Infamy 24 44*** 44* 59 33 28 32 45 11 24 Cybernetics : None Description : Infamy Points: 2 Max. Carrying Weight: kg Movement: 3/5/7/15 Wounds: 10 XP spent 8,000 XP total: 8,000 Skills: Awareness +20 (total of 52%), Common Lore (Pax Imperialis, Underworld), Deceive, Dodge, Forbidden Lore (Mutants, Secrets of the Lower Decks +20, Warp), Intimidate, Inquiry, Linguistics (Pax Imperialis' Ship Cant), Parry +10, Security, Sleight of Hand, Stealth +30 (total of 53% due to size penalty), and Survival Talents : Blind Fighting (ignores all penalties for fighting with a melee weapon while suffering from obscured vision, permitting him to fight in fog, smoke, or darkness more effectively), Catfall (automatically reduces the effective distance of all falls by a number of meters equal to his Agility bonus, ignoring this distance as if it did not exist. He also adds +20 to his Acrobatics skill tests when using the Jump special skill use, as it pertains to reducing damage from falling), Counter Attack (successful Parry lets you make a free melee attack on the whomever attacked you), Devastating Assault (Once per turn, after resolving an All Out Attack action that successfully hits, the character may make a second All Out Attack action against the same target as a Free Action, with the same bonuses and penalties as the first), Disarm (As a Full Action, the character may make an Opposed Weapon Skill test against one target with whom he is engaged.), Jaded (Mundane events, from death’s horrific visage to xenos abominations, do not force him to gain Insanity points or make Fear tests), Paranoia (+2 initiative), Precision Killer (Make a WS Called Shot at no penalty), Quick Draw, Resistance (Cold, Psychic Powers, Radiation), Swift Attack, Untouchable, Warp Disruption (All characters with a psy rating within WPB meters of the character reduce their base psy rating by 1 while they remain within range. Characters reduced to a psy rating of 0 cannot use any psychic powers), Weapon Training (Low-Tech), and Whirlwind of Death (As a Half Action, the character may make one Standard Attack action (see page 224) with a melee weapon against a foe, plus one additional Standard Attack action with the same weapon targeting each other foe also engaged in melee combat with the character beyond the first to a maximum number of attacks up to his Weapon Skill bonus of 4). Traits : Darksight, Fluency (Though they are likely to speak a debased mixture of Low Gothic and the Techna-lingua languages, void born mutants lack the intellectual capacity to learn how to read or write the universal language of the Imperium. Because of this, the character does not start with the Linguistics (Low Gothic) Skill at creation. He is still capable of engaging in any verbal communication in Low Gothic or Techna Lingua that does not require a skill test). Natural Weapons (Claws and Teeth, Melee, 1d10+4 Rending, Pen 0, Natural Weapon, Primitive (7), Toxic (1)), Never Quit (Toughness is considered to be 79 for Fatigue purposes), Regeneration (You can make a Challenging +0 Toughness test as a Full Action to regenerate 1 wound), Size (Hulking), Soulless (You can never benefit from Psychic Powers, are immune to Psychic Phenomena, and gain a +30 bonus on any tests to resist effects from a Perils of the Warp result), Sure Kill (spend 1 Infamy point to add 4 damage to a successful attack), Weapon: Bow (Range 30m, S/–/–, 1d10+4 R, Pen 0, Reload Half Action, Primitive (6), Reliable), Great Axe (2d10+4 R, Pen 0, Unbalanced) Other equipment on your person: Armored Voidsuit (AP 2, arms, body, legs, -10 to Agility tests, and 6 hours of air/warmth), bone tipped improvised arrows x6, coveralls, chrono, skulls x3, and 3 doses of brainbloom fungus from the Body Orchards of the Bilges (Once snorted, a dose of lasts 1d5+2 rounds, and the user immediately suffers 1 Fatigue as his vision spins wildly. A character under the effects of the drug can take advantage of the skewed perspective this gives him: once during this time, he may invert the result of any 1d100 roll, exchanging the tens digit for the ones digit (turning a 73 into a 37 or a 91 into a 19, etc.). Elite Advances: Brute (Hulking size (5), -10 to Stealth and +10 for enemies to hit), Nightsider (-10 to all tests in bright light unless wearing googles), and Necrophage (consuming human flesh allows you to make a Toughness test at +10, each degree of success regenerates 1 wound). Note : The GM gave this character Common Lore: Pax Imperialis, and Forbidden Lore: Secrets of the Lower Decks as a free background skills.
1411202038

Edited 1411227833
ALIGNMENT Khorne: Nurgle: □□ Slaanesh: Tzeench: EXPERIENCE EXPENDITURES Name Description Type Alignment Cost XP Gained Total Spent Total XP Starting Out - - - 7400 8000 7400 600 Session 1 Rewards - Reward - 0 630 7400 1230 Session 1 Secret Bribe - Reward - 0 500 7400 1730 Session 1 Narrative Skullduggery - Reward - 0 100 7400 1830 Trade (Armourer) - Skill - 200 0 7600 1630 Armour-Monger +2 AP from Armour if 1 hr spent per day T2 Talent - 500 0 8100 1130 True Grit Critical Damage reduced by TB T3 Talent Nurgle 750 0 8850 380 Resistance (Fear) +10 to WP Tests to resist Fear T1 Talent Nurgle 250 0 9100 130
Dustiny5000 please post your character in this thread Nevermind. I just found where you sent it to me, Skype of all places. Name : Car'naxes Archetype : Heretek Motivation : Perfection; Pride: Wealth; Disgrace: Deceit Name: Dustiny5000 Age : 1,978 Armor : +2 from Armor Monger, +1 from Machine Trait, Light Carapace +5 (arms, legs, body), +TB 3 = 11 to Arms, Body, Legs, and 10 to head thanks to a helmet. Aptitudes: n/a Corruption: 0 BS WS S T Ag Int Per WP Fel Infamy 44 28 31 31 39 38 31 35 39 31 Cybernetics : Good craftsmanship Mechanicus Assimilation, good craftsmanship MIU, maglev coils, utility mechandendrite Description : Infamy Points: 3, Temp: 0 Max. Carrying Weight : kg Movement : 3/6/9/18 Wounds : 13 XP spent Unknown; Pending Review XP total: 8,000 Skills: Common Lore (Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Mechanicus, Calixis Sector, Eastern Fringe, Gothic Sector, Imperial Creed, Imperial Guard, Imperium, Sabbat Worlds Sector, Scarus Sector, and Tech +10), Dodge, Forbidden Lore (Archeotech, Adeptus Mechanicus, the Horus Heresy and the Long War), Linguistics (Low Gothic, Techna-Lingua, and Tau), Logic, Medicae, Scholastic Lore (Beasts, Bureaucracy, Chymistry, Cryptography, Legend), Tech-Use +10, Trade (Armorer, Chymist, Cryptographer, and Linguist). Talents : Ancient Warrior, Armor Monger, Binary Chatter, Die Hard, Enemy (Adeptus Mechanicus), Lesser Minion of Chaos, Mechandentdrite Training (utility), The Quick and the Dead, Total Recall, Weapon Training (Las, Shock, Plasma) Traits : Machine (1), Mechanicus Implants Weapons: Best craftsmanship las carbine, hellgun, and power axe, Other equipment on your person: Scrap Code generator, data slate, combi-tool, unholy unguents Note : The GM gave this character the following Common Lores for free: Adeptus Astra Telepathica, Calixis Sector, Eastern Fringe, Gothic Sector, Imperial Creed, Sabbat Worlds Sector, and Scarus Sector to reflect the character's background as a learned ancient heretek.
1411372076

Edited 1414888788
On: "Chuckles" Chudderson +Equipment (rolled infamy): Flak Cloak (AP3, arms, body, legs, +1 extra vs indirect blast damage) Flak Helmet (AP2 head) (wearing those and moving Void Suit moving to inventory, removing the -10 AGI penalty from the suit) XP Transactions: Starting XP total: 8,000 Starting XP spent : 8,000 -------------------------------------- XP Gained (9/20): +450 +5 Toughness: -250 XP Gained (10/4): +250 XP Gained (10/18) +500 +5 Willpower: -250 --------------------------------------- Current XP: 700 Alignments : Khorne :0 Nurgle :1 Slaanesh :0 Tzeench :1
Name : Nena Black Archetype : Renegade Player: ??? Age : 24 Armor : Desecrated House Black carapace armor (AP 6 all, built-in microbead) + Tb 3 = 9 Corruption: 15; Gifts of the Gods: Dimensional Instability. BS WS S T Ag Int Per WP Fel Infamy 28 37 36 35 41 32 26 32 50** 43 Cybernetics : None Description : Nena Black began life as the third child of Merrick Black, a powerful Rogue Trader. Upon his death, the Black Warrant went to Merrick’s eldest child, Orrik. Orrik and his brother Marcus consolidated the power of the Black Household, leaving Nena with little more than a pittance and minor retinue of servants. Incensed, Nena made a dark pact with a powerful daemon: her soul for her brothers’ deaths. Orrik indeed died, consumed by warp fire in his very bedchambers. However, Marcus survived the daemonic assassin, and frantically sought aid from the Inquisition. Throne Agents captured Nena and sentenced her to interrogation and execution. Disgrace : Hubris, Motivation : Vengeance, Pride : Charm Max. Carrying Weight: 36 kg Movement: 4/8/12/16 Wounds: 14 XP spent 800 0 XP total: 8,000 Skills : Athletics, Awareness, Charm +20, Common Lore (Chartist Captains, Imperial Creed, Imperium), Deceive +20, Dodge +10, Forbidden Lore (Daemonology +10), Intimidate, Medicae, Scrutiny +10, Scholastic Lore (Heraldry, Imperial Warrants, Occult), and Stealth. Talents : Air of Authority, Betrayer, Cold Hearted, Disarm, Enemy (Inquisition), Hip Shooting, Jaded, Light Sleeper, Nerves of Steel, Peers (Nobility, Rogue Traders), Weapon Training (Chain, Las, Low-Tech, and Power) Traits : Adroit (Fellowship): Nena’s charm is legendary. She automatically adds one Degree of Success to successful Fellowship based Tests (either Skill or Characteristic Test), Pact of Vengence (When rolling for Damage against the subjects of her vengeance, specifically her brother Marcus, the character may always opt to re-roll a Damage result, and may spend Infamy Points to add +10 to the Damage), and Power of the Daemon (with 2d10 hours preparation and a successful Hard [-20] Daemonology test, Nena may summon forth the Daemonic Assassin that she made a Pact with, however each attempt inflicts 1d10 Corruption points and even if successfully summoned she has no control over the Daemon other than its inclination to kill her brother Marcus). Weapons: common craftsmanship power mace, and best craftsmanship laspistol. Other equipment on your person: Bodyglove, dataslate, liber heresius (+20 to Forbidden Lore: Heresy tests), and a medikit .
Name : Telashyr the Unbloodied Archetype : Haemonculi; Insanely Malleable : Haemonculi are notoriously fond of radically altering their form in order to experience new sensations, survive dangers, or merely enact some fresh terror on their victims. The Haemonculi may spend an Infamy Point and pass a Difficult (–10) Medicae Test to dramatically alter its physical form. If his is successful, the Haemonculi may then select one of the following Traits, plus one additional Trait for every Degree of Success beyond the first on the Medicae Test: Amphibious, Burrower (1), Crawler, Deadly Natural Weapons, Flyer (1), Multiple Arms (1), Natural Armor (1), Quadruped, Sturdy, Unnatural Characteristic (+1), Unnatural Senses (1). If the Trait has a value in parentheses after it, then then s/he can select that Trait multiple times, each time increasing the value by 1 (to a maximum of 4). Every hour after taking on such a form, s/he must make a Challenging (+0) Willpower Test with a cumulative –10 penalty for each consecutive hour or lose the benefits of the Trait and return to its default form. Player: ??? Age : 102 Armor : Ghostplate armor (All 6; has a field with a Protection Rating of 20, but overloads after shielding against the attack if its user rolls doubles on any roll to deflect an incoming attack, additionally the armor's torso and arms are covered in barbed hooks so any melee hits against the wearer to a barb-covered part of their body result in the attacker suffering 1d5+1 R Damage to the attacker (Dodge or Parry can negate, as the attacker attempts to twist out of the way). In addition, so long as the upgraded armor covers the wearer’s arms, the wearer always counts as being armed with a Knife in melee) Corruption: 10 ; Gift of the Gods : Vampiric Addiction (In any session in which the character drinks the blood of an intelligent being, s/he counts its Infamy Points as one higher than normal for the remainder of the session. If s/he does not partake in the substance by the end of the session, s/he permanently loses 1 Toughness) BS WS S T Ag Int Per WP Fel Infamy 36 52** 34 24 54** 36 40* 35 37* 41 Description : Pride: Beauty , Disgrace: Betrayal, Motivation : Solipsist Infamy Points : 3, Temp : 0 Max. Carrying Weight: kg Movement: 8/16/24/48 Pain Tokens: 0/8; Whenever s/he gains its eighth Pain Token, its Pain Tokens reset to zero and s/he gets 1 temporary Infamy Point. Untrustworthy: The character receives a –10 Situational Modifier to all Charm attempts. Wounds: 10 XP spent 80 00 XP total: 8,000 Skills: Acrobatics, Awareness +10, Chem-Use, Command, Common Lore (Dark Eldar, Tech, War), Deceive +10, Dodge, Forbidden Lore (Jericho Reach, Pirates, Warp), Interrogation, Intimidate, Linguistics (Eldar, Dark Eldar), Medicae +10, Navigation (Surface, Webway), Parry, Scholastic Lore (Beasts, Legend), Stealth, and Trade (Chymist, Voidfarer). Talents: Ambidextrous, Catfall, Dark Soul, Deadeye Shot, Decadence, Disturbing Voice, Enemy (Eldar, Imperial Guard, Inquisition), Exotic Weapon Training (Agonizer Lash), Hard Target, Hatred (Inquisition), Heightened Senses (Sight, Hearing), Jaded, Kabalite Weapon Training, Leap Up, Paranoia, Peer (Dark Eldar), Pity the Weak (The character has nothing but contempt for those less powerful than itself and gains a +10 on Command, Commerce, Deception, and Intimidation Skill Tests when opposed by someone with either a Strength or Willpower Characteristic lower than his own, or whose Infamy or apparent social status is beneath his own. Unfortunately, the character also has trouble hiding her contempt for such people, and suffers a –10 to Charm Skill Tests when dealing with these individuals), Quick Draw, Resistance (Poisons), Sprint (When taking a Full Move Action, the character can move an extra number of meters equal to his Agility Bonus. When taking the run action, the character may double his movement for one round. The character gains one level of Fatigue if he uses this Talent two turns in a row), Surgical Precision (whenever he deals Critical Damage to an opponent, he may make a Challenging (+0) Intelligence Test. If he succeeds, he may reduce this Damage by an amount up to his Intelligence Bonus and inflict 1 Fatigue upon his target for each Degree of Success he scored on the Intelligence Test. Further, this character gains a +30 bonus to any Medicae Skill Tests to treat wounds that he caused), and Trueborn (always treat Fellowship advances as allied). Traits : Dark Sight, Keen Senses, Non-Imperial (The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man), Matchless Grace, Power Through Pain (A Dark Eldar character gains a single Pain Token whenever one or more living creatures (in other words, things that are not machines, daemonic, or otherwise “non-living”) within a number of metres equal to his Perception Bonus are killed, Stunned, suffer non-lethal Critical Damage, suffer Blood Loss, fail a Fear or Pinning Test, or are otherwise subjected to excruciating pain), Speak Not Unto the Alien (This creature suffers a –20 penalty on all Fellowship-based Tests when dealing with humans, and imposes the same penalty on humans. These penalties do not apply when dealing with individuals who have become familiar with him. Finally, the presence of any xenos aboard a human vessel is unsettling for the crew. The continued presence of one or more xenos player characters aboard a ship reduces its Morale by 2. Furthermore, because of their dark reputation, if a Dark Eldar character inflicts suffering on the crew of a vessel to gain Pain Tokens (or for any other reason unjustifiable in the eyes of the crew), the ship’s Morale is reduced by 1 for each incident), Sadistic Joy (Whenever this character gains a Pain Token from the suffering of an ally, so long as the character was not the cause of that suffering, he gains an additional Pain Token), Soul’s Nemesis, Unnatural Agility (+3). Weapons: Good craftsmanship splinter rifle (Basic; 100m; S/3/5; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Reliable, Toxic [4]), Good craftsmanship Agonizer Lash (Melee, range 3m, 1d10+3E, Pen 6, Flexible, Powerfield, Razorsharp, Shocking, and +5 WS with it, Wt. 2 kg) Other equipment on its person: medikit, micro-bead, translator unit, two doses of Shudderstep (A dose of Shudderstep enables a warrior to run at incredible speeds. The character gains the Unnatural Speed Trait for the duration of the drug’s effect. After the effect ends, the character gains a level of Fatigue and must make a Challenging (+0) Toughness Test or pass out for 1d10+5 minutes as the deferred exhaustion catches up to him), and three doses of Plas (When applied to the skin, plas softens it to the consistency of soft wax for roughly five minutes, allowing the user to reshape it into new forms. Multiple applications allow even the flesh underneath to be moulded but with intense pain. These will gradually ware off in 1d5 days causing pain proportional to the extent of modification. This gives the subject a +30 against any Perception tests to determine his true identity and also to fool anyone into believing the false one).
Name : Gruzork Archetype : Psyker Age : 7 Armor : None, Tb = 7 Corruption: N/A BS WS S T Ag Int Per WP Fel Infamy 41 26 60** 54** 28 21 34 27* 19 29 Cybernetics : None Description : Disgrace : Destruction, Motivation : Immortality, Pride : Beauty Infamy Points: 2, Temp: 0 Max. Carrying Weight: 90 kg Movement: 2/4/6/12 Wounds: 15 XP spent 7,450 XP total: 8,000 Skills: Awareness, Common Lore (Orks, War), Intimidate, Linguistics (Low Gothic, Ork), Operate (Surface), Psyniscience, Survival Untrained Basic Skills: Sleight of Hand 14% and Tech-Use 10% Talents: Da Power of Waaagh! (Weirdboyz may not use its Psychic Powers at the Fettered or Push strength, and cont their Psy Rating as 1 higher for each Ork within 10 meters. A Weirdboy may never exceed a Psy Rating of 10, they also use the "Eadbang Table instead of the Perils of the Warp Table, and the Weird Fings table instead of the usual Psychic Phenomena table, and for every point of Psy over 3, adds +5 to the rolls on these tables), Furious Assault (If the character successfully hits his target using the All Out Attack Action, he may spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack), Heightened Sense (Smell), Hotshot Pilot, Iron Jaw (If ever Stunned, a successful Toughness Test allows the character to ignore the effects), Make It Stop! (Lets Gruzork make a Challenging (+0) Willpower test to reduce its effective Psy Rating by 1 per success for up to an hour as a Half-Action suppressing the effects of any Weird Fings or Psychic Powers currently affecting Gruzork), Peer (Freeboota), Psy Rating 3, Sound Constitution (+1), True Grit, Warp Sense Traits : ‘Ard: Orks gain the Unnatural Toughness (+2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. Additionally, all Medicae tests to treat the injuries of an Ork gain a +20 bonus, due to the Ork’s robust physiology. Made Fer Fightin’: Orks gain the Furious Assault Talent and Ork Weapon Training Talent. Make It Work: Any Ork weapon with the Unreliable quality is not considered to be Unreliable when wielded by an Ork. Might Makes Right: When dealing with other Greenskins (Gretchin, Snotlings, other Orks), an Ork may use the Intimidate skill to perform all the normal functions of the Command Skill, affecting a number of subordinate Greenskins equal to his Strength Bonus. When dealing with non-Greenskins, the Ork does not get this bonus. Mob Rule: For every additional Ork within 10m, the Ork’s Willpower is increased by +10 to resist the effects of Fear and Pinning. Non-Imperial Psyker Speak Not Unto the Alien Sturdy Unnatural Toughness (+2) Psychic Disciplines : Telepathy, Weirdboyz Waaagh! (At Psy Rating 2 or less, the air around the Weirdboy crackles oddly, as strange lights flutter around, and small objects float or fly about randomly as Gruzork's mood changes. At Psy Rating 3+, the Weirdboy may add or subtract their WPb (3) from the roll on the Powa Burst table. At Psy Rating 6+, the Weirdboy must make a Challenging (+0) Willpower test each round, if failed it must use a Psychic Power or suffer 1d5E damage that ignores Armor and Toughness, while at Psy Rating 9+ the difficulty increases to Very Hard (-30), and all Psychic Powers automatically trigger rolls on the Weird Fings table). Psychic Powers DA SHOUT Prerequisites : None Action : Free Action Focus Power : Simple (+40) Opposed Willpower Test Range : 1 kilometer per Psy Rating radius Sustained : No Subtype : None Description : The Weirdboy can send his thoughts into the minds of those around him. This is the most crude and basic of telepathic techniques, known to vast numbers of psykers of many species and allegiance. Unlike human psykers, the Weirdboy can only broadcast a tiny message—no more than one word per Psy Rating—to a number of individuals (no more than two for each Degree of Success scored on the Focus Power Test), or indiscriminately to every single creature within range. Minds who do not wish to be contacted in this way may resist with a Willpower Test, gaining a +20 to their test if they do not share a language with the Weirdboy, as many of the mind’s processes are still linked to the structure of language. MAKE 'EM MAD Prerequisites: DA SHOUT Action: Free Action Focus Power: Routine (+20) Opposed Willpower test Range: 5m x Psy Rating Sustained: Yes Subtype: Concentration Description: The Weirdboy can infect targets with the Waaagh! by establishing a telepathic bridge. Temporarily infusing them with the rage and madness of an Ork. If the Weirdboy wins the Opposed Willpower test, it can send the target into a Frenzy (into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence and Fellowship. The character must attack the nearest character he can see in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character does not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he does take any actions that has a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee) that lasts as the Weirdboy sustains the power. Each net degree of success scored in the Opposed test causes infectious fury to spread to another target within 5m of the first that has a Willpower characteristic equal to or lower than the original target. PSYCHIC VOMIT Prerequisites: None Action: Reaction Focus Power: None Range: 2m x Psy Rating Sustained: No Subtype: Attack Description: As a reaction to any failed Focus Power test, in addition to any Weird Fings, the Wyrdboyz can discharge energy in the form of a wave of energy erupting from its mouth much like vomiting fire because it can no longer contain the ork energies. The psychogenic energy is vented powerfully in great green streams. The Wyrdboy feels a lot better after this. The vomit deals 1d5 + Psy Rating Energy Damage with a Penetration equal to its Psy Rating, and the Scatter quality; if the Weirdboy scores three or more Degrees of Success, any targets hit are also set on fire. POWA BURST EFFECTS 1d100 Roll EFFECT 1-5 Anticlimactic Fizzle: Nothing Happens 6-20 Frazzle: 1d5 + Psy Rating Energy Bolt, Pen 0, Shocking; Maximum Range of 10 x Psy Rating. Each degree of success on the Focus test launches another bolt that deals Energy damage equal to just the Psy Rating. 21-30 Up an' at 'Em!: All Orks (within 1m x Psy Rating) ignore fatigue, gain a bonus equal to Psy Rating x5 to resist Fear and Pinning, and gain the Regeneration trait equal to half the Weirdboyz Psy Rating, maximum of (5) for 2d5 rounds. 31-40 Warpath: All Orks (within 1m x Psy Rating) gain a bonus to melee damage equal to the Weirdboyz Psy Rating 41-50 Zzzap: 1d10 + Psy Rating Energy Bolt with a Penetration of 4 x Psy Rating and the Shocking quality; Maximum Range of 20 x Psy Rating. 51-60 Dis Is Takin' Too Looong: The Weirdboy immediately gains Charge or Run as a free action, or add +5 x Psy Rating to any one Manuever test the vehicle makes. If sustained, the Weirdboy can effectively double the speed of a voidship for up to one Strategic Turn. 61-70 Smash da Girz: All weapons (within 1m x Psy Rating) add the Weirdboyz Psy Rating to their damage and Pen, and exchange the Primitive quality for the Tearing quality, and gain the Proven quality equal to half the Weirdboyz Psy Rating. 71-80 'Ere We Go: The Weirdboy teleports himself and a number of nearby characters equal to his Psy Rating a number of meters equal to 10 x his Psy Rating. All characters transported this way must make a Challenging (+0) Willpower test or be Stunned for one round. 81-85 We'z Gotta Be Lucky: The Weirdboy gains a number of Characteristic test re-rolls equal to its Psy Rating that last until any ally or the Weirdboy fails a test that has been re-rolled. The allies must be within 5m x Psy Rating to benefit from a re-roll. 86-90 Deff Wave: All organic matter within 5m x Psy Rating of the Weirdboy is struck for 2d5+Psy Rating Rending damage with the Unstable quality unless it can Dodge or otherwise evade the Deff Wave. The Deff Wave ignores inanimate objects such as armor. 91-95 Krump 'Em All: The Weirdboy and everything within 2m x Psy Rating takes 1d10 x Psy Rating Impact damage. Additionally, everyone that took at least 1 point of damage must make a Challenging (+0) Agility test at a -5 penalty for every degree of success on the Focus test or be knocked prone (maximum of -50). 96-99 'Ead to 'Ead: The Weirdboy makes an Opposed Willpower test against one living creature within 20m x Psy Rating, if successful the target is stunned for one round per net degree of success scored in the Opposed test. 100+ Iz Gonna Squig Ya!: The Weirdboy makes an Opposed Willpower test against one organic corporeal creature within 10m x Psy Rating, if successful the target suffers 1d5 Rending damage x the net degrees of success, if the damage is more than twice the targets Toughness bonus, they are instead transformed into a Squig.