<a href="http://invisiblecastle.com/roller/view/4665375/" rel="nofollow">http://invisiblecastle.com/roller/view/4665375/</a> Player : ??? Homeworld : Hive World; Teeming Masses in Metal Mountains : A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests. Background : Imperial Navy; Officer on Deck : All Imperial Navy characters gain a +5 bonus to all Command Tests while aboard any spacecraft. Role : Assassin; Sure Kill : In addition to the normal uses of Fate points, when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts. Armor : AP 3 body + Tb 3 = 6 Aptitudes : Agility, Ballistic Skill, Fieldcraft, Leadership, Perception, Tech Corruption : 0 Cybernetics : Common craftsmanship Mind Impulse Unit (Common models impose no modifiers to machine spirit communication, and add a +10 bonus to Tech-Use or Operate tests used in conjunction with devices capable of MIU linking). Characteristics : BS WS S T Ag Int Per WP Fel Inf 53** 25 27 34 52** 31* 41* 28 26 40 Elite Advances : Call to War 150 xp, The Thrill of Battle 250 xp Fate Points 2; Temp: 0 Imperial Divination : To war is human. Insanity : 14 Mental Disorders : None. Skills : Athletics, Awareness +10, Command, Common Lore (Imperial Navy +10) Charm, Dodge, Forbidden Lore (Cults, the Inquisition, Jericho Reach, and Ordo Hereticus), Linguistics (Glossia, Low Gothic), Operate (Aeronautica) +30, Operate (Surface), Navigate (Stellar), Scholastic Lore (Cryptography, Tactica Imperialis), Scrutiny +10, Stealth, Survival +10, Tech-Use Talents : Ace Pilot (Whenever the character fails an Operate Test, he may spend a Fate Point to reduce his Degrees of Failure on the Test by his Agility Bonus), Hatred (Heretics, Stigmartus, and Tyranids), Jaded, Nerves of Steel, Orthoproxy, Peer (Imperial Navy), Push the Limit (Once per Round as part of a Vehicle Movement Action, the character may choose to add a +10 bonus to the associated Test. However, if he fails the Test, his vehicle loses 1 point of Structural Integrity (ignoring Armor) per Degree of Failure), Quick Draw, Solid Projectile Expertise (When this character clears a jam from any Solid Projectile weapon (such as an autopistol, a shotgun, an autogun, or a vanquisher battle cannon), he may also reload the weapon as a Free Action as part of the Action to unjam it. Additionally, only one Round from the weapon’s current clip is lost instead of the entire clip), Solid Projectile Mastery (When this character fires a Solid Projectile weapon (such as an autopistol, a shotgun, an autogun, or a vanquisher battle cannon), it gains the Proven (X) Quality, where X is equal to half of his Ballistic Skill Bonus [rounded up, i.e. +3]), Tank Hunter (Making a ranged attack against a vehicle, the character adds his Ballistic Skill Bonus [i.e. +5] to the Penetration value of his weapon), Technical Knock, Weapon Training (Heavy, Las, Low-Tech, Solid Projectile, Plasma) Traits : Best of the Best (Whenever making an Opposed Operate (Aeronautica) test, if the Navy Pilot and his opponent both make the same number of degrees of success, the Navy Pilot counts as winning the Test [in essence, he wins ties]. The Navy Pilot also wins ties when making any opposed Interaction Skill Tests with other members of the Imperial Navy). Wargear : Flak vest, grav chute, hand-held targeter, a micro-bead, a stub revolver with six dum dum bullets, and a vac-sealed flight/voidsuit. Wounds : 10 XP Spent : 7200