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New Character Thread; Post your heretics, traitors, and Xenos here please.

Greetings, new players I've decided to post a new character thread with guidelines for your characters. At the bottom is a template for characters that I'd like you to fill out so that I can just check the thread to review your characters rather than read a pdf character sheet or something. So to start Black Crusade characters are considered to be the equivalent of 8,000 xp, however most of that experience is already spent, Rogue Trader characters by comparison start as 5,000 xp characters although all but 500 of that is already spent. For an in depth discussion of this check out this article . Tome Archetypes from the various Tome of books are built with an additional 4,600 xp. I believe that most of the characters currently in the campaign have spent ~10,000 xp and all of them recently underwent a procedure that transformed them into super humans, an elite advance worth 2,000 xp so I'd like to offer new characters a deal to level the playing field. Essentially each of the new characters can spent up to 5,000 additional experience, however for every 100 xp drawn from this additional bonus xp your character gains a Corruption point, and can gain Gifts of the Gods as normal from this Corruption gain (please roll in the chat box for the campaign for the Gifts). You can gain up to +50 extra corruption in this way. If you wish to play one of the tome characters such as a Thousand Son Sorcerer or a Death Guard, it'll cost you 4,600 xp and net you 61 Corruption. Enjoy. Anything that requires a random roll, should be rolled in the chat box for the campaign. Launch the campaign and all that. Characteristics should be either rolled there, or rolled using Invisible Castle with a link to the stats posted with your character. Furthermore, I'd like to be fairly transparent about your options. So if you chose to make Human Disciples of Chaos that were former Imperial prisoners that accompanied the heretics on their travels you'll start the game aboard the same ships and be considered a part of their Warband. This has several benefits, and I'm considering giving anyone who does this a free alignment with the Chaos god of their choice, with all the xp discounts and gifts that go along with being aligned to one of the four Great Gods of Chaos. Since the traitors recently acquired to means to create corrupted Space Marines out of this pool of prisoners and cultists, you also have the option of playing a Son or Daughter of Athena, since the Gorgonseed (as it is known in the narrative) was developed by a forgotten and forbidden Primarch to create a race of super humans that could interbreed. So female Space Marines are on the table. Each Son (or daughter) of Athena also gains 2d10 Corruption points but has essentially a 10% chance of developing psychic powers. Half of those that undergo the procedure, die horribly however you would be one of the lucky ones. EDIT 1:16:2015; Characters that undergo this process essentially gain an elite advance valued at 2k xp for free, as the cost is off set by the potential to gain Corruption. If you want to play Xenos or CSM from an existing Legion established in the lore, all these characters will start out together aboard a voidship, its size/capabilities determined by the relative number of players that chose this option. If its only one, it'll be a Savior Pod of some sort, a transport for two players, or a warship if three or more decide to make some combination of CSM and Xenos characters. The idea here is that this warband has heard the legend of the Pax Imperialis traitors and how they've begun to carve out an empire on fringes of the Jericho Reach. Your characters have explicitly sought them out to determine the truth and join up on the ground floor as it were. Name : Archetype : Age : Armor : Aptitudes: Bonus XP 5000 max; 1 Corruption per 100 bonus XP Corruption: BS WS S T Ag Int Per WP Fel Infamy 36 26 etc Cybernetics : Fate Points: X, Temp: X Max. Carrying Weight: kg Movement: X/X/X/X Physical De scription: Wounds: XX XP spent 0 XP current: 8 ,000 XP total (both normal and bonus, max 13,000): Skills Talents Traits Weapons Other equipment on your person:
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Name:Brons Lorsen Archetype:apostate Pride: Devotion Disgrace: Glutony Motivation:Ascendancy Age:26 Armor:Mesh Armour Aptitudes: ?? Corruption:0 BS Ws* S T Ag Int* Per Wp Fel Infamy 35 32 31 41 30 44 33 48 40 21 Cybernetics:N/A Fate Points:N/A, Temp: N/A Max. Carrying Weight: 90 kg Movement: Half 3/Full 6/ charge 9/ Run 18 Physical Description: he stands at about 6'0 and has a lanky build with short brown hair, he has some scars on his face from preouis battles. The scars are not too noticeable but they are there for anyone who looks hard enough. He has blue eyes and white skin. Wounds: 13 XP spent 8,000 XP current: 8,000 XP total (both normal and bonus, max 13,000):? Skills: Awareness, Charm, Command,Stealth,Medicae Deceive, Scholastic Lore (Occult, Bureaucracy,cryptology), Forbidden Lore, Tech Use (Heresy, Damenology, xenos), Inquiry, Dodge, Intimidate, Deceive +10, Inquiry +10,Logic Talents:Air of Authority, Hatred (Ecclesiarchy), Peer (Adeptus Arbitaes), Total Recall, Unshakable Will, Weapon Training (Las, Primary), Radiant Presence, Mimic, Inspire Wrath, Quick Draw Lesser Minion of chaos Traits: N/A YET Weapons: Good-c Las Pistol, Common-c Power blade, Common-c Long Las, Other equipment on your person:Chaos symbol pendant, Unholy tomes, two laspistol clips, Disguise kit Khorne: Nurgle:* Slannesh: Tzeentch: My character is compleat thought i was confused on the aptitudes and the fat points, i don't know of aptitudes and it was not in the book and fate points were not listed with my character. I thought that infamy was the new system in place of fate points. If ive messed up just let me know and ill fix it. also i addedin the pride disgrace and motivation in my sheet.
Name:Argultier Volkstein Race: Chaos Space Marine Archetype: Sorcerer Age: 65 Apparent Armor: Legion Power Armour AP 8 All, AP 10 Body Bonus XP 5000 max; 1 Corruption per 100 bonus XP Corruption: 27 (23 from bonus xp, 3 from personality traits 1 from assiting) Pride: Devotion Disgrace: Wrath Motivation: Arcane BS Ws* S T Ag Int* Per Wp Fel Infamy 46 46 (7) 36* (8) 41 41 44 51 48 41 84 * (9) 56 in Legion Power Armour Cybernetics: none Infamy Points: 3, Temp: 0 Max. Carrying Weight: 450 kg (900 kg when wearing Legion Power Armour) Movement: 5/10/15/30 Movement in Legion Power Armour: 6/12/18/36 Physical Description: Black and yellow sorcerous power armor with the bearing of the Black Legion on his left and the symbol of Tzeentch on the right shoulder. The helmet with a warp stone imbued with Psyker power in the center of the top part of the helmet with an engraved Eye of Horus symbol etched by Horus himself. Background: Cast into the Warp with the the Grey Knights pursuing his warband, they sought refuge in the Warp, but little did the rest of his comrades know that he led them through the perilous journey through the Warps' horrors and feindish terrors. Over the years in the Warp his comrades became corrupted and devolved into chaos spawn. He has embraced the will of Tzeentch, ever remaining in solitude. Wounds: 18 XP spent 11,600 XP unspent: 80 XP total: 11,680 Alignment Khorne: II Nergal:IIII Slannesh: I Tzeentch: III SKILLS Athletics Awarness +10 Common Lore (war) Deceive, Dodge, Forbidden Lore (Psyker, Deamon, Warp, Adepotus Astartes, Horus Heresy & the long war.) Navigate (Surface). Navigation Warp +10 Operate surface, Intimidate, Parry, Psyniscience, Scholastic Lore (occult) Scrutiny TALENTS Hardy, Hatred (Grey Knights), Ambidextrous, Ancient Warrior, Bulging Biceps, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Unarmed Warrior, Psy Rating 5, Resistance (Cold, Fear, Heat, Psychic Powers, Poison), Legion Weapon Training, Warp Sense, Meditation TRAITS Amphibious, Unnatural Strength +4, Unnatural Toughness +4, Psyker, Space Marine Organs PSKYER POWERS: Doombolt, Glimps, Precongnition, Preternatarual Awareness, Warptime, Summon the cackling, spell fiend (horror) Force Storm Mind Probe. WEAPONS Legion Bolter ( Basic, 100m, S/3/-, 1d10+9X, Pen 4, Clip 24, Rld Full, 10kg, Extremely Rare ) ( Sq: Tearing (roll 2d10 take highest on damage), Recoil Suppression in Armour allows wielding 1-handed at no penalty, as a basic ranged weapon you may Quick Draw it as a free action ) Legion Bolt Pistol ( Pistol, 100m, S/3/-, 1d10+9X, Pen 4, Clip 8, Rld Full, 5.5kg, Extremely Rare ) ( Sq: Tearing (roll 2d10 take highest on damage), as a pistol you may Quick Draw it as a free action ) Force Sword ( Melee, 1d10+6+SB R*, Pen 6*, 8kg, Near Unique ) ( Sq: Balanced (+10 on Parry Tests), Force (Damage and Pen increased by Psy Rating, on damage as a Free Action make a Focus Power Test vs. Willpower of opponent; for every DoS inflict an additional 1d10E damage ignoring Armour and TB. Force weapons cannot be destroyed by a power weapon's field.) ) * Calculated based on Psy Rating 4. Warp Staff Melee — - 1d10+1+Sb I 0 - - Balanced 3 Extremely Rare Best-Craftsmanship warp staff bearing a head of black iron cast into the Navis Eye. Superior materials and superb design means this weapon grants a +10 bonus to all Weapon Skill Tests made with it, and increases the damage it deals by +1. Balanced weapons grant +10 to Parry tests. Primitive Weapons cannot roll higher than (x) on damage. Any psyker wielding a Warp Staff will only suffer from Psychic Phenomena when they Push. When using psychic powers at the Unfettered level, every time the wielder would cause a Psychic Phenomenon, he adds his Psy Rating to the Damage of the next Psychic Power he uses. If the next Psychic Power would not deal Damage, this bonus is lost until the next Psychic Phenomenon would be caused. Other equipment on your person: 2 clips of ammunition for legion bolter, 2 clips of ammunition for legion bolt pistol, best craftsmanship psy focus (legion power armour helmet covered in runes), best craftsmanship micro bead, legion power armour (sub-systems: Enhanced Ceramite Plating, Recoil Suppression, Sustainable Power Source). Servatore Head. Telekinetic lenze, Telepathy lenze
My character is compleat thought i was confused on the aptitudes and the fat points, i don't know of aptitudes and it was not in the book and fate points were not listed with my character. I thought that infamy was the new system in place of fate points. If ive messed up just let me know and ill fix it. also i addedin the pride disgrace and motivation in my sheet. So sorry, it should say Infamy points. My mistake. Also look what I found (months and months ago)... <a href="http://dragonlord132.tumblr.com/BlackCrusadeCharacterCreator" rel="nofollow">http://dragonlord132.tumblr.com/BlackCrusadeCharacterCreator</a>
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Current Character after XPs ~ General Info: Name : "Chuckles" Chudderson Archetype : Renegade (WS) Gain +1 degree of success on all successful Weapon Skill tests. Player Name : Hoppy Description : Born in the lower deck and living in the darkness his entire life, Chuck Chudderson lives off of the creatures dwelling in the sewers by ambushing them and eating their flesh. He has spent his entire life in these catacombs and looks forward to a day when he can see the rest of the world. Age: 16 Armor: Armored Voidsuit (AP 2, arms, body, legs, -10 to Agility tests, and 6 hours of air/warmth) Aptitudes: Agility, Fieldcraft, Finesse, Intelligence, Perception, Social, Weapon Skill Corruption: 12 BS: 29 WS: 54*** S: 49(8) T: 69(10)* Ag: 38 Int: 33 Per: 37 WP: 65 ** Fel: 16 Inf: 60 Cybernetics:None Max. Carrying Weight: ???? kg Movement: 3/5/7/15 Wounds: 10 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 XP Gained (11/1) + 300 XP Gained (11/29) +100 XP Gained (12/13)+750 XP Gained (1/3)+705 Frenzy: -250 Legion Weapon Training: -250 Lightning Reflexes: -250 Killing Strike: -500 Never Die: -750 +5 Willpower: -500 XP Gained (1/17) +130 --------------------------------------- Current XP: 185 Alignments: Khorne:2 Nurgle:3 Slaanesh:1 Tzeench:3 Skills: Awareness +20 (total of 52%) (PER + 20) Common Lore (Pax Imperialis, Underworld) (INT + 0) Deceive (FEL + 0) Dodge (AGI +0) Forbidden Lore (Mutants, Secrets of the Lower Decks +20, Warp) (INT+0, +20 Deck) Intimidate (STR + 0) Inquiry (INT + 0) Linguistics (Pax Imperialis' Ship Cant) (INT + 0) Parry +10 (WS + 10) Security (INT + 0) Sleight of Hand (AGI -10 Voidsuit) Stealth +30 (total of 53% due to size penalty) (AGI + 20 total, Hulking) Survival (PER + 0) 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, Heat, Poison) Swift Attack Untouchable Warp Anathema x4 (Characters affected by Warp Disruption reduce their psy rating by 2, instead of the normal amount. This talent can be purchased multiple times) 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) 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). Ambidextrous (no offhand penalty, -10 dual wield) Bulging Biceps (The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing. +20 Athletics for Heft Skill) Heightened Senses (Hearing, Sight) (+10 bonus to these tests) Nerves of Steel (reroll failed WP to avoid or recover from Pinning. +10 WP resist intimidation) Frenzy (+10 bonus to WS, S, T, WP, –20 to BS, I, F. Full round to charge, WP test to come down (cumulative +10)) Legion Weapon Training (Use any Traitor Legion weapon without penalty) Lightning Reflexes (Roll 1d10 twice + ag bonus, take highest) Killing Strike (Spend infamy point to make an attack non parry/dodge) Never Die (Ignore penalties from Critical Damage by spending 1 Infamy Point.) Traits: Darksight (See normally in darkness) 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): +10 ToHit, -10 Stealth, AB + 1 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) Amphibious (breathe underwater indefinitely) Gifts of the Gods: Tail (Additional unarmed attack per round) Weapon: The Dreadaxe WP50 BS1: (Two-handed Melee, Damage 1d10+7, Pen 8, Fear (1), Proven (2), Sanctified, Soul Sucking, Soul Thirster , Tearing, Unbalanced, Unnaturally Persuasive, Vampiric, Warp Weapon, grants Mark of Malal. Bow (Range 30m, S/–/–, 1d10+4 R, Pen 0, Reload Half Action, Primitive (6), Reliable) Great Axe (2d10+4 R, Pen 0, Unbalanced) Claws and Teeth, Melee, 1d10+4 Rending, Pen 0, Natural Weapon, Primitive (7), Toxic (1)) Triplex Lazgun + Haywire, Ranged, 110m, S/3/0, 1d10+4, Pen 0, Clip 30, Reload Full, 4.5kg Precision mode S/0/0, Accurate quality, 150m Burst mode: Proven 5, Felling 4, 50m Other equipment on your person: Armored Voidsuit (AP 2, arms, body, legs, -10 to Agility tests, and 6 hours of air/warmth) Flak Cloak (AP3, arms, body, legs, +1 extra vs indirect blast damage) Flak Helmet (AP2 head) bone tipped improvised arrows (x6) Coveralls Photo Visor Betcher's Gland (Range: 3m; Damage: 1d5; Pen: 4; Toxic) Chrono skulls x3 BrainBloom(TM) fungus(x3) 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) 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
Dreadwing Character Type: Disciple of Chaos Archetype: Apostate Homeworld: Terra 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. Mercator has decided that it is time to shed himself of the name given to him by the hated Imperium. His noble lineage and carefully bred traits are but a sick joke compared to the Gifts of the Ruinous Powers and only through Chaos may his true potential be unleashed. Henceforth he is Dreadwing, befitting the figure he cut before the mewling masses of Ynnen. Age 61. Pride: Foresight Failing: Wrath Motivation : Arcane Alignment: Chaos United Armor : AP 7 + 2 Armour Monger AP + Tb 4 = 13 BS WS S* T Ag Int Per WP*** Fel Infamy** 50 39 (8) 42 (9) 50 (5) 34 53 73 50 31 69 +10 to WP Tests to resist Fear *+10 to Strength from Light Power Armour **You have a pool of Infamy Points equal to your Infamy Bonus. ***May re-roll any failed WP Test to resist a Psychic Power. GIFTS OF THE GODS (CORRUPTION 59) Warp Sight: -10 to Scrutiny Tests, +10 to Awareness Tests. Disturbing Grace (Navigator Mutation): You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait. Pale and Hairless (Navigator Mutation): Your skin is pale, marbled with veins and completely without hair. Winged: The character gains the Flyer Trait at a movement rate equal to his Agility Bonus x2. CYBERNETICS Interface Port: The Heretic now has a mechanical port implanted in his body, commonly in the rear of the neck, which can be connected to machines via his own data ports. This allows the user faster and smoother access to the valuable information within, and grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a relevant mechanism or data spool. WEAPONS Name Class Range RoF Damage Pen Clip Rld Special kg Availability Hellpistol (Lucius) Pistol 35m S/2/– 1d10+4 E 7 40 2 Full - 4 Rare Warp Staff Melee — - 1d10+1+Sb I 0 - - Balanced 3 Extremely Rare Toxic Darts Thrown 10m - 1d5 R 9 - - Toxic (5) - Very Rare Best-craftsmanship hellpistol with backpack power supply. As fine a piece of craftsmanship as can be found, this weapon never suffers from jamming or overheating, treating any such results as a miss. Best-Craftsmanship warp staff bearing a head of black iron cast into the Navis Eye. Superior materials and superb design means this weapon grants a +10 bonus to all Weapon Skill Tests made with it, and increases the damage it deals by +1. Balanced weapons grant +10 to Parry tests. Primitive Weapons cannot roll higher than (x) on damage. Any psyker wielding a Warp Staff will only suffer from Psychic Phenomena when they Push. When using psychic powers at the Unfettered level, every time the wielder would cause a Psychic Phenomenon, he adds his Psy Rating to the Damage of the next Psychic Power he uses. If the next Psychic Power would not deal Damage, this bonus is lost until the next Psychic Phenomenon would be caused. SKILLS Awareness, Command, Common Lore (Adeptus Arbites, Imperial Creed, Imperial Navy, Inquiry, Navis Nobilite), Deceive, Forbidden Lore (Daemonology, Jericho Reach, Navigators, Warp), Linguistics (High Gothic, House Mercator Codes, Low Gothic), Medicae, Navigation (Stellar, Surface), Navigation (Warp) +10, Operate (Void Ship), Psyniscience +10, Scholastic Lore (Astromancy), Tech-Use, and Trade (Armourer, Astrographer, Voidfarer). GEAR Light Power Armour, Emperor’s tarot deck, Silk Headscarf, Nobilite Robes, Charm, Best Quality Conversion Field (protection 50, overloads on 01, &gt;12 Damage acts as photon flash grenade), Micro-bead disguised as an elaborate gold ring, Good-Craftsmanship Bodyglove with Integrated Cooling Coils, Toxic Darts. Max. Carrying Weight: 900 kg TALENTS Armour-Monger, Ambidextrous, Bulging Biceps, Dark Soul, Decadence, Enemy (House Ortellius), Hatred (Chaos), Heightened Senses (Hearing, Sight), Meditation, Navigator, Nerves of Steel, Peer (Adeptus Arbites, Criminals, Military, Nobility, Underworld), Quick and the Dead, Quick Draw, Resistance (Cold, Fear, Heat, Poison), Rival (Inquisition), True Grit, Weapon Training (Las). TRAITS Amphibious (Can breathe underwater, go longer without air), Dark Traces of Legend (House Mercator members acquire additional rewards GM's Fiat when completing objectives related to Forbidden knowledge or restricted information), Flyer (ABx2) (Natural ability to fly at a movement speed equal to the number in parenthesis. The number replaces Agility Bonus for movement Actions), Gorgon Solo Mode Ability (Grants Psyniscience as a trained Skill, may re-roll any failed Willpower Tests to resist a psychic power), 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 , Space Marine Organs , and Unnatural Agility (+2). NAVIGATOR POWERS 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 something's true nature), The Lidless Stare (Novice; attack power), Stacking the Deck (Novice; The Navigator makes a Difficult (-10) Perception Test. If the Test succeeds, he may add his Intelligence Bonus x5 to any Manoeuvre Action or single Ballistic Skill Test to fire the starship’s guns), 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). PSYCHIC POWERS (Psy Rating 4) Precognition Action: Half Action Focus Power: Ordinary (+10) Psyniscience Test Range: Self Sustained: Free Action Subtype: Concentration While this power remains in effect, the psyker gains a bonus to all Evasion Tests equal to his Psy Rating. ELITE ADVANCE Secret Taint . 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). ARMOUR Light Power Armour Weight: 40 kg. Armour Points: 7 to All. Special: +2 AP when properly maintained for 1 hour a day (Armour-Monger Talent) Light Power Armour Sub-Systems: Osmotic Gill Life Sustainer, Magnetised Boot Soles, Sustainable Power Source. Best-craftsmanship Bodyglove with Integrated Cooling Coils Armour Points : 4 to Arms, Body, Legs MOVEMENT Half Action: 5m Full Action: 10m Charge: 15m Run: 30m FLYING MOVEMENT Half Action: 10m Full Action: 20m Charge: 30m Run: 60m WOUNDS: 11 DAMAGE: 0 CRITICAL DAMAGE: 0 ALIGNMENT Khorne: 1 Nurgle: 3 Slaanesh: 0 Tzeench: 2 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) New Known Skill 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 Session 2 Rewards - - - 0 450 9100 580 Meditation Meditate to lose Fatigue T1 Talent Tzeench 250 0 9350 330 Navigation (Surface) New Known Skill Skill - 200 0 9550 130 Session 3 Rewards - - - 0 250 9550 380 Command New Known Skill Skill Khorne 200 0 9750 180 Session 3 Rewards - Reward - 0 500 9750 680 Session 4 Rewards - Reward - 0 750 9750 1430 Session 5 Mulligan Rewards - Reward - 0 500 9750 1930 Compact Completion Reward - Reward - 0 705 9750 2635 Stacking the Deck (Novice) Navigator Power (Into the Storm p. 193) Navigator Power (Talent) - 200 0 9950 2435 Toughness (Simple) +5 Toughness Simple Characteristic Advance Nurgle 250 0 10200 2185 Ballistic Skill (Simple) +5 Ballistic Skill Simple Characteristic Advance - 250 0 10450 1935 Intelligence (Simple) +5 Intelligence Simple Characteristic Advance - 250 0 10700 1685 Perception (Simple) +5 Perception Simple Characteristic Advance - 250 0 10950 1435 Inquiry New Known Skill Skill - 200 0 11150 1235 Operate (Void Ship) New Known Skill Skill - 200 0 11350 1035 Trade (Astrographer) New Known Skill Skill - 200 0 11550 835 Navigation (Warp) Trained Skill Skill - 350 0 11900 485 Psyniscience Trained Skill Skill - 350 0 12250 135 Precognition Add to Evasion Rolls (p. 226 core book) Psychic Power - 100 0 12350 35
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Name : Azax Archetype : Space Marine Player: Swajn Age : Armor : Black Legion Power Armour (Vox system, Auto-senses, Sustainable Power source), Pride: Foresight Disgrace: Deceit Motivation: Legacy Corruption: 62 BS WS S T Ag Int Per WP Fel Infamy 39 55 42 46 47 45 46 44 42 60 Cybernetics :- Infamy Points: 6 Max. Carrying Weight: 56kg Movement: 4/8/12/21 Physical De scription: Veteran of a Long war, Azax is rarely seen without his Power Armour, which is black with only few ornaments and markings. Wounds: 19 XP spent: 12700 XP current: 0 XP total (both normal and bonus, max 13,000): 127000 Skills: Acrobatics, Awareness +20, Common Lore (War), Deceive +30, Doge +20, Forbidden Lore (Xenos, Heresy, Astartes), Linguistics (Low Gothic), Navigation (Surface), Operate (Aeronautica), Parry, Psynyscience, Scholastic Lore (Tactica Imperialis), Scrutiny, Stealth +20 Talents: Ancient Warrior, Cold Harted, Disarm, Enemy (Inquisition), Foresight, Hip Shooting, Rapid Reload, Legion Weapon Training, Dead Eye Shot, Lighting Reflexes, Ambidexterous, Bulging Biceps, Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poison), Unarmed Warior Traits: Unnatural Strenght +4, Amphibious, Unnatural Toughness +4, Unremarkable, Deceitful Tactics, Insurrectionist Weapons: Boltgun, Bolter, Frag Grenades x4, Combat Knife, Haywire Grenades Other equipment on your person: Bolter ammo x6 reloads, Demolition Kit, Cameleoline Cloak, Auspex, Signal Jammer, Stummer, Magoculars, Arvus Lighter Gifts of Gods: Eye of Chaos, Warp Eater, Illusion of Normality
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Race: Chaos Space Marine Archetype: Thousand Sons Sorcerer Pride: Devotion Disgrace: Regret Motivation: Perfection Haunted: Opponents always receive a +10 Situational Modifier when attempting to use Intimidation against the character. BASE Weapon Skill: 30 Ballistic Skill: 30 Strength: 30 Toughness: 50 Agility: 40 Intelligence: 50 Perception: 40 Willpower: 75 Fellowship: 45 Wounds: 20 Infamy: 90 Corruption: 75 /100 Psy Rating:10/10 Spent Experience: Total Experience: 11050 CHAOS& INSANITY Allegiance: Tzeentch Mutations: Massive Intellect, Mark of Tzeentch, Warpsmith SKILLS TALENTS Starting Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior. -Psy Rating (x10), -Ancient Warrior:Veteran of the Long War. -Strong Minded: May reroll failed WP Tests to resist psychic powers. -Meditation: Character may enter trance to ignore fatigue. -Resistance (Psychic Powers):Gain +10 bonus to particular resistance test. -Warp Sense:Allows Psyniscience Test as Free Action Talents: (5400) Warp Lock 400xp Step Aside 750 xp Paranoia 300 xp Sacrifice500 xp Combat Formation 200 xp Lightning Reflexes 250 xp psy rate x4 : (3000)xp Intermediate Willpower 350xp TRAITS Starting Traits: Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4). -Psyker, -Unnatural Willpower (+3) -Rubric of Ahriman. SPECIAL ABILITIES - Sorcerer: The Heretic gains the Psyker Trait (listed above), a Psy Rating of 3, and 1 Corruption Point. When determining Psychic strength (see page 206 of the Black Crusade Core Rulebook), he counts as Bound. Rubric of Ahriman: Long ago, the Sorcerer Ahriman sought to rid his Legion of mutations; though the Legion was destroyed, many of the Legion’s Sorcerers attained greater degrees of power and control over their abilities. Thousand Sons Sorcerers gain Unnatural Willpower (2) (listed above) and may roll an additional die when forced to roll on the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. This Unnatural Willpower bonus does not count towards the character’s maximum Psy Rating. ADVANCES TRACK Chaos Space Marine/Chaos Cultist - 7/8,000 Exp (Advanced Archetype) - 4/3,600 Exp PSY -Boon of Tzeentch Psychic Power Unaligned: (500xp) Butchers offering 100xp Warptime 400xp? &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Telepathy: (600xp) Compel 200xp Delude 100xp Mind Probe 200xp Thought Sending 100xp &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Telekinesis: (950xp) Mind over matter 100xp Force Bolt 200xp Force Storm 350xp Precision telekinesis 100xp Telekinetic shield 200xp &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Divination: (700xp) Precogition 100xp Glimpse 100xp Preternatural Awareness 100xp Pregogitive Dodge 200xp personal augury 200xp &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Tzeentch: Boon of Tzeentch Psychic Æther Worm 400xp Flicker 400xp &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Biomancy: (700xp) Unnatural Healing 300xp Regeneration 400xp EQUIPMENT Weapons Legion Bolt Pistol Force Sword Warp Staff Ammunition -two clips of Tzeentchian Inferno Bolts Armor Name Coverage Armor Upgrades Weight Armor Traits - Gear Starting Equipment: Legionnaire Power Armour (Sustainable Power Source,Enhanced Ceramite Plating,Bio-monitor and injectors) Legionnaire Bolter or Legionnaire Bolt Pistol, Legionnaire Combat Knife, four magazines for starting weapon. -Talisman of Tzeentch Legion Power Armour All 8 100 kg Extremely Rare Shimmering Robes Psy Rating x9 1kg Extremely Rare (Poor) Psy-Focus — Average Psychic Hood 2 kg Extremely Rare (Poor) Warp Staff Melee — 1d10 I 0 Balanced 3kg Extremely Rare (Poor) Cameleoline Cloak 1 kg Rare Beguiling Gem – Very Rare Ranged Weapons Legion Bolt Pistol (Best) quality Melee Weapons Force Sword (Best) quality Warp Staff Melee (Best) quality Armour Legion Power Armour (Best) quality Armour Customization Scavenged Reconstruction ,Power Supply Tampering,Spikes,Careful Maintenance ,Chain Bandoliers,Chain Loinguard,Devotional Iconography ,Remnants of Mutation (Winged) Armour Upgrades Ablative, Ceramite, Insulated, Spikes, Thermal, Vac-Sealed Force Field Shimmering Robes Psy Rating x9 1kg Extremely Rare (Best) quality Clothing Cameleoline Cloak 1 kg Rare Deadpsace Earpiece — Very Rare (Best) qualityRecoil Glove 0.5 kg Common (Best) qualityRespirator/Gas Mask 0.5 kg Average (Best) quality Synskin 2 kg Very Rare (Best) quality TOOLS Auspex (Best) quality Psy-Focus — Average Multikey — Scarce WARGEAR Combat Webbing Harness 1 kg Scarce (Best) quality Grav Chute 15 kg Rare (Best) quality Helmet Augmentations 1 kg Rare (Best) quality preysense goggles, a rebreather, photo-visor, vox-caster, or micro-bead Psychic Hood 2 kg Extremely Rare Golden Eye of Tzeentch — Extremely Rare Talisman of Tzeentch — Very Rare Vortex Pendant — Extremely Rare Beguiling Gem – Very Rare Cybernetics: Black blood Cerebral Implants (Best) quality – unnatural Intel +2, +20 to logic and lore Cranial Armor (Best) quality- +1 AP, -1 crit effects Interface import (MIU) (Best) quality Pheromone generator (Best) quality cyber senses vision (Best) quality- +20, dark sight trait Bionic respiratory system (Best) quality Embedded auspex (Best) quality Nerve Induction Tines
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Lord Captain Kalta Lod Character Type: Human Archetype: Pirate Princess of the Ragged Helix Character History: Lod is the worst kind of scum. Scion of Terran Nobility, her lust for adventure drove her into a naval commission in Battlefleet Calixis.Ill content with running anti-pirate duties, her boredom turned to indolence and finally corruption.By the time she was offered a place in the Crusade to the Jericho Reach, she and her crew were fully in the thrall of the Prince of Pleasure.With the newfound freedom of an entire sub-sector warfront to play rampant through, she’s become an infamous scourge. Pride: Devotion Failing: Hubris Motivation: Immortality Alignment: Slaanesh Corruption: 20 Initiative: 2d10k1+8 Armour: 6 AP Arms, Chest, Legs. Lord Captain Kalta Lod WS BS S T Agi Int Per WP Fel Inf* 25 32 30 40 42 42 39 47 (6) 45 61 * You have a pool of Infamy Points equal to your Infamy Bonus. See Using Infamy Points. WEAPONS 2x Good Craftsmanship plasma pistols (Ambidextrous, Two-Weapon Wielder (Ranged)) Pistol; 1d10+7 E dam; 8 Pen; 40m range; RoF S/2/-; Clip 10; Reload 3 Full; Maximal, Overheats, Reliable mods: Best-craftsmanship Targeters with MIU links. Reduce BS penalties by 10. Unarmed Combat (Ambidextrous, Two-Weapon Wielder) Primary; 1d10-3+SB I dam; 0 Pen; Inflicts Fatigue if Damage &gt;= enemy's TB Weapon Qualities Maximal: May be fired on Maximal setting for 3x ammunition. Maximal attacks gain 10 range, 1d10 Damage, and +2 Penetration. If the weapon has Blast SQ, it gains +2 Blast. Overheats: Unmodified roll of 91+ indicates a single hit to the wielder's arm. Afterward, the wielder must make an Agility Test or drop the weapon. Regardless, the weapon requires the following round to cool down and cannot be used. Weapons with this SQ never jam; and jam result indicates they Overheat instead. Reliable: Reliable weapons only jam on an unmodified hit of 00. Reliable weapons with the spray quality or which do not make hit rolls never jam. SKILLS Acrobatics (Agi), Awareness +10 (Per), Charm (Fel), Command +10 (Fel), Commerce (Int), Common Lore (Jericho Reach, Screaming Vortex, The Ragged Helix) (Int), Deceive (Fel), Dodge (Agi) +10, Forbidden Lore (Pirates) (Int), Interrogation (Fel), Linguistics (Low Gothic) (Int), Operate (Voidship) +10* (Int), Scrutiny (Per), Navigation (Stellar) (Int), Parry (WS), Psyniscience (Per), Tech Use (Int), Trade (Voidfarer) (Int). *another +10 when on the bridge of Uncompromising Lack of Integrity, Void Ship Charm . GEAR Formidable Raider Voidcraft “Uncompromising Lack of Integrity”, 2x good craftsmanship plasma pistols ( Agony and Ecstacy ), best craftsmanship light carapace armour, good craftsmanship amasec, obscura, good craftsmanship cartograph, best-craftsmanship refractor field (30 PR, overload 01, -10 to Stealth Tests when active), Best-craftsmanship Void Suit. CYBERNETICS Bionic Respiratory System (Best-craftsmanship): Count as a full life-support system and will keep the user’s blood oxygenated even if their normal respiratory system fails. Embedded Auspex (Best-craftsmanship): Concentrate as a Half Action to duplicate the effects of a special sensory system. Functions as a full Auspex but also allows a re-roll on Perception-based tests when it is in use. MIU (Best-craftsmanship): Provides +10 bonus to Tech-Use, Operate, Logic, Inquiry and Ballistic Skill Tests when interfaced with MIU systems. TALENTS AND SPECIAL RULES Air of Authority: 10 * Fellowship Bonus targets affected by Command Tests. Minions add +10 Loyalty when in her presence. Ambidextrous: No penalty for off-hand attacks. Betrayer: +10 on next Infamy Test for killing a friendly NPC or +20 for killing a minion. Cold Hearted: Immune to seduction, +20 on opposed Charm Tests. Deadeye Shot: -10 reduction in penalty for Called Shots with ranged attacks. Enemy (Imperial Navy): Pissed ‘em off. Excessive Wealth: +10 bonus to Acquisition Tests. Heightened Senses (All): +10 Bonus to all Perception Tests. Hip Shooting: May make a single shot with a weapon in each hand while also taking a Full Move action. Iron Discipline: Followers may reroll failed WP Tests for Fear and Pinning. Jaded: Immune to mundane horrors. Lightning Reflexes: Roll two dice for Initiative and take the highest. Nerves of Steel: May reroll failed WP Tests to avoid or recover from Pinning, and gains +10 bonus on WP Tests to resist Intimidation. Paranoia: +2 to Initiative Tests. Quick Draw: Free Action to draw and ready Pistol- and basic-class ranged weapons, and melee weapons. Radiant Presence: Everyone within 20m except the player gain +10 to WP Tests to resist Fear or Intimidation. Rapid Reaction: When surprised or ambushed, a successful Agility Test allows the character to act normally. Rapid Reload: Take half as long to reload, rounded down. The Quick and the Dead: +2 to Initiative Tests. Two-Weapon Wielder: Take second half action to attack again in a round at -20 penalty to both attacks. Weapon Training (Chain, Power, Las, Plasma, Primary, SP). TRAITS Maniacal Narcissist (Operate (Voidship)): Additional +10 bonus when spending an Infamy Point before the roll, however must pass a Hard (-20) Willpower Test on failure or attempt the Test again if able.If unable to successfully complete the failed test, -10 WP penalty until end of session or he’s able to complete the Test. Creatures of Comfort: +10 DoS on Acquisition Tests for good craftsmanship or higher and -10 on Poor craftsmanship.+10 to all Operate (Voidship) Tests while on his ship’s bridge.The pirate prince owns a formidable raider voidcraft. Unnatural Fellowship: +2 Fellowship Bonus. GIFTS OF THE GODS Eye of Chaos: Grants Psyniscience Skill, Grants Interrogation Skill (Slaanesh-aligned). Mark of Slaanesh: Heightened Senses (All) and Unnatural Fellowship +2 Traits. Seduce any NPC with a +20 bonus regardless of sexual orientation or species. Those dedicated to Slaanesh are immune, as are those who spend a Fate Point to resist. ARMOUR Best Quality Light Carapace Armour Points: 6 (arms, chest, legs) Weight: 7.5 kg. Special: +5 to Charm Tests. MOVEMENT Half Action: 4m Full Action: 8m Charge: 12m Run: 21m WOUNDS Total: 15 FATIGUE 0 / 4 ADVANCEMENT EXPERIENCE EXPENDITURES Name Description Type Alignment Cost XP Gained Total Spent Total XP Starting Out - - - 11600 12600 11600 1000 Ambidextrous Talent T1 Talent Unaligned 250 0 11850 750 Iron Discipline Talent T2 Talent Slaanesh 300 0 12150 450 Rapid Reaction Talent T2 Talent Slaanesh 300 0 12450 150 Session 1 XP Reward XP - 0 400 12450 550 Ballistic Skill 32 -&gt; 37 Simple Characteristic Advance Characteristic Advance Unaligned 250 0 12700 300 Session 2 XP Compact Completion Reward XP Khorne 0 1050 12700 1350 Ballistic Skill 37 -&gt; 42 Intermediate Characteristic Advance Characteristic Advance Unaligned 500 0 13200 850 Ballistic Skill 42 -&gt; 47 Trained Characteristic Advance Characteristic Advance Unaligned 750 0 13950 100 Fellowship 40 -&gt; 45 Simple Characteristic Advance Characteristic Advance Slaanesh 100 0 14050 0 Session 3 XP Reward XP - 0 600 14050 600 Air of Authority Talent T1 Talent Slaanesh 200 0 14250 400 Radiant Presence Talent T1 Talent Slaanesh 200 0 14450 200 Dodge +10 Trained Skill Advance Skill +10 Slaanesh 200 0 14650 0 ALIGNMENT 1 Khorne 6 Slaanesh
Name : Kaptin Snaga Morbad Archetype : Ork? Motivation : Legacy Player : k9999 Age : 20 Armor + TB : Mega-armor (Body 24, Arms & Legs 19, Head 15) Corruption : 5 BS WS S T Ag Int Per WP Fel Infamy 30 60*** 52 (82% when wearing Mega Armor) 61*** 23 (3 when wearing Mega Armor) 38* 26 34* 21 37 Cybernetics : Common craftsmanship cybernetic hook (1d5+8 R, Shocking). Description : Greenskinned pirate who is accompanied by two squigs and two other Gretchin. Failings : (Fortitude/Waste) Infamy Points : 3 Initiative : 1d10+0 Max. Carrying Weight : 78 kg Mental Disorders : Invulnerability (Severe; Snaga takes a total of a -40 penalty to Dodge attempts, and a -20 to Parry attempts because he thinks he is invincible). Movement : 3/6/9/18 Wounds : 29 XP Spent: 11,200 XP total 12,000 XP remaining 800 XP Skills : Commerce, Common Lore (Orks, Tech +20, War), Forbidden Lore (Coil System +20, Hadex Anomaly, Jericho Reach, Pirates), Intimidate +20, Linguistics (Low Gothic, Ork), Operate (Aeronautica, Surface +10, Voidship), Parry, Tech-Use +10, Trade (Armorer, Shipwright, and Technomat) Talents : Air of Authority, Bulging Biceps, Enemy (Imperium), Exotic Weapon Proficiency (Burna, Rokkit Launcha), Furious Assault, Hotshot Pilot, Iron Jaw, Lesser Minion of Chaos x2, Peer (Deathskulls, Evil Suns, Ork Freeboota), Quick Draw, Resistance (Cold, Poisons), Runtz x1, Sound Constitution x12, True Grit, Weapon Training (Choppa, Shoota, Slugga, SP), Worky Gubbinz 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 (+4) 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. Auto-Stabilised Bodgin’: Before battle, a Mekboy can modify a number of Ork weapons up to his Intelligence Bonus (3). These weapons gain the Shocking Quality and increase their Damage by +1d5 until the end of the combat encounter. Ded 'ard: A number of times per session equal to his Toughness bonus the Ork may make a Challenging (+0) Toughness Test to ignore the effects of Injury, Stunning, Fatigue, or even Death for a single Round. This Trait may only be used to ignore a Critical Result of Death once per combat encounter. Fearless 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 (usually +40). Size (5, Hulking). Sturdy : Unnatural Strength (+4) Unnatural Toughness (+4) Xenos 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+1d5+14 E, Pen 2, Shocking, Unbalanced, Wt 8 kg). Common-kraftsmanship Burna (Basic, Range 15m, S/–/–, 1d10+5 E, Pen 3, Clip 8, Reload 2 Full, Flame, Inaccurate, Unreliable, and Wt 8 kg), Common-kraftsmanship Rokkit Launcha (Basic, Range 120m, S/–/–, 3d10+5 X, Pen 9, Clip 1, Reload Half, Inaccurate, Unreliable, and Wt 15 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. Mega-armor (Body 14, Arms & Legs 9, and Head 5) increases its wearer’s Strength Characteristic by +30. However, it also imposes a –20 penalty on all Agility Tests the wearer makes, and he cannot take the Run Action while wearing it. NOTE the GM awarded this character with the Forbidden Lore: Coil System +20 skill
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Captain Puck Former Leader of the Gutter Ghost Name : Archetype :Renegade (will) Age : Armor :3 BS WS S T Ag Int Per WP Fel Infamy 41 62 42 24 54 36 46 72 38 51 Cybernetics:Non Corruption: 47 Fate Points: 5 Max. Carrying Weight: 27kg Movement: 5/10/15/30 Physical Description: Wounds: 6 Advancements: 4 BS=1600Xp, 4 Ag=1600xp, 4 Will= 2500Xp, 3&4 Stealth=700Xp,1&2 Nav Stellar=300xp, 12&3 Dodge=1500Xp,1&2 Forbidden Lore (Xenos)=750Xp,12&3 Forbidden Lore(Archeotech)=1500Xp, Sharpshooter=300Xp,Target Selection=400Xp,Versatile Shooter=400Xp, Tank Hunter=300Xp, Stealth Sniper=300Xp,The Bigger They Are=300Xp,Giant Killer=400Xp,1 Trade(Armourer)=100Xp,1 Operate (Aeronautica)=100Xp,50Xp left, 1 Awareness=100Xp,2ed Trade(Armourer)=350xp,Eye of Vengeance=750xp, 2 St=750xp Alignment Track: 2 Unaligned, 1 Tzeentch, 2 Khorne XP spent 14500 XP total 14650 Skills: Awareness 1, Common Lore (War) 1, Common Lore (IG) 1, Deceive 1, Forbidden Lore (Xenos) 2, Forbidden Lore (Archeotech) 3, Linguistics (Low Gothic) 1, Navigation (Surface) 1, Navigation (Stellar) 2, Operate (Aeronautica) 1, Dodge 3, Stealth 4, Tech-Use 1, Trade (Cook) 1, Trade(Armourer) 2, Talents: Heightened Senses (Sight,Smell,Taste), Ambush, Deadeye Shot, Marksman, Nerves of Steel, Rapid Reload, Weapon Traning (laz,Sp,Power), Sharp Shooter, Target Slection, Tank Hunter, Versatile Shooter, Sin Scarred, Stealth Sniper, Cold Hearted Traits: Size (Weedy), Weapons: Tezla pattern Long-Las, Basic, 150m, S/–/–, 1d10+11 E, Pen 3, Rld 1 Full, Accurate, Felling, Haywire, Razor Sharp, Tainted, and Unreliable Other equipment on your person: Best Synskin , Preysense Goggles, 4 laz Charge packs, 3 Hot Shot packs, Micro-bead, Gift Of the Gods: Wings,Slayer Limb Long Laz
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