Name : Titus Lochen Played by : Redfox Age : 32 Armor : AP 6 all, grants +10 to Intimidate, built-in pict recorder, decorative refractory coating provides +3 AP vs. Las Weapons as long as armor is clean and -20 to Stealth, magnetized boot soles. Aptitudes : Agility, Fellowship, Finesse, Leadership, Perception, Toughness, Weapon Skill, and Willpower Corruption : 0 BS WS S T Ag Int Per WP Fel Influence 33 49* 34 37 31 36 37 35 62 40 Cybernetics : Common Quality Cybernetic Arm. Description : A man who seems twenty years his senior, Lochen’s hair is prematurely streaked with gray and his pale blue eyes have the cold glint of a man who has seen too much, though his face has been concealed behind the intimidating blank glare of a stylized skull respirator mask. He’s a stocky, well-built man wearing a trim and functional Commissar uniform and coat with Mechanicus Cog symbols prominently in place of the usual Imperium Aquila lapel pins. Divination : Only the Insane has Strength enough to Prosper. Fate Points: 4, Temp : 0 Insanity : 10 Max. Carrying Weigh t: 36 kg Medals and Commendations: Demolitionist’s Award (A red ceramite medallion, emblazoned with gold filigree.) Whenever the wearer of this medal inflicts Righteous Fury against a vehicle, add +1 to the resulting roll on the appropriate Critical Hit Table. Movement : 3/6/9/18 Wounds : 14 XP spent 6650 XP total: 8,000 Skills :
Acrobatics, Athletics, Awareness, Command +10, Common Lore (Adeptus Mechanicus, Imperial Guard, Imperium, Tech, War), Deceive, Dodge +10, Interrogation, Intimidate (+10 due to armor), Inquiry, Linguistics (High Gothic, Low Gothic, Techna Lingua), Logic, Scholastic Lore (Tactical Imperialis), Parry, Security, Sleight of Hand, Stealth, and Tech-Use. Talents: Chain Weapon Expertise (additional damage die for Tearing with chain weapons), Cold Hearted (Immune to Seduction attempts, Charm attempts at a penalty), Galvanising Presence (Terrify use of Command Skill affects PC squad members, and the Commissar has Fear 2 for purposes of all Terrify Tests), Nerves of Steel (may re-roll failed WP Tests to avoid or recover from Pinning, +10 to WP Tests when resisting the effects of enemy Intimidation Skill attempts), Peer (Adeptus Mechanicas, Navigators), Radiant Presence (+10 for all allies within 20 meters that can see character to WP Tests to resist Fear or Intimidation attempts.), Resistance (Fear) (grants +10 bonus to Fear Tests), Strength in the Creed (Spend a Fate Point before the roll for a +30 bonus), Summary Execution (May make Challenging +0 BS Test to execute Comrade, making PC immune to Critical Effects until the end of combat and regaining 1d5 Wounds as he finds new resolve), Technical Knock (Unjam gun as a half-action once per round), Unshakeable Faith (May reroll failed Fear tests), Weapon Training (Chain, Bolt, Las, Power, Primitive). Traits : Isolated by Machines Weapons: Good craftsmanship bolt pistol (Pistol Class; Range 30m; S/2/-; 1d10+5 X; Pen 4; Clip 8; Reload Full; Reliable (Jams only on unmodified roll of 00) due to good craftsmanship, Tearing (reroll 1d10 on damage if unsatisfied); 3.5 kg), Lathe pattern integrated laspistol (Pistol Class; Range 40m; S/2/-; 1d10+6 E; Pen 2; Tearing (roll 2d10 damage and take highest), Integrated (no ammo requirement); 2 kg), good craftsmanship Chainsword (Melee Class; 1d10+2 R; Pen 2; Tearing (reroll 1d10 on damage if unsatisfied), +5 to WS Tests (37) due to good craftsmanship, Balanced (+10 to WS Tests made to parry), Blessed (bonus vs. Daemons of the Warp); 6 kg.), good craftsmanship power sword with custom grip (Power Class; 1d10+5 E; Pen 5; Balanced, Power Field, Custom Grip; 3 kg; Extremely Rare), common craftsmanship grox whip (Melee Class; Range 3m; 1d10+3 R; Pen 0; Flexible (cannot be parried), Tearing (reroll 1d10 on damage if unsatisfied), Primitive (6) (maximum die damage limited to 6); 6 kg.), common craftsmanship hunting lance (Melee Class; 2d10+3 X; Pen 7; Concussive (3) (Make Toughness test at -30 or be Stunned for 1 Round per Degree of Failure; additionally if the target takes Damage greater than his Strength Bonus, he is knocked Prone); 4 kg), and two frag grenades (Thrown Class; Range SB x 3; RoF S/-/-; Damage 2d10 X; Pen 0; Blast (3), Ogryn-Proof; 0.5 kg). Other equipment on your person : A bottle of amasec, commissar’s uniform and peaked cap, storm coat (counts as poor weather gear), knife, Krieg Steed “2D10-Soloman”, Refractor force field generator (Protection 30) constructed to look like a Cog medallion (while active, surrounds with a field of light that inflicts a -10 penalty to Stealth tests), respirator, saddle bags, saddle, subdermal cognomen tag, Tactica Imperialis field manual, two frag grenades and a vid-relay.