Sulyen- 'Tarnished Silver'
Eldar of exodite World of Dulen, bearer of the Doom Of Eldanesh rune, as divined by Qsaras the Seer.
Statistics:
WS: 29
BS: 28
Str: 33
T: 30
Agi: 46 (bought +5)
Int: 40
Per: 35
WP: 36
Fel: 20
Skills: Speak Language (High Gothic, Low Gothic, Eldar), Awareness, Common Lore (Imperium), Forbidden Lore (Xenos), Literacy, Navigation (Surface), Silent Move, Survival, Climb, Wrangling,
Talents: Melee Weapon Training (Primitive), Basic Weapon Training (Las), Pistol Weapon Training (Shuriken) Sprint, Heightened Senses (Sight, Hearing)
Traits:
Justifiably Arrogant- -10 on Fel tests when dealing with non-Eldar
Keen Senses- gain Heightened Senses (sight, hearing)
Naturally Psychic- treats Psyiniscience as basic skill, gain +10 at psyniscience checks
Spirit Stone
Wary- +1 initiative
Wilderness Savvy- Navigation (Surface), Tracking, Survival are treated as basic skills
Strong Willed- +3 WP
Primitive- -10 on Tech-Use skills, -10 at Fel tests when dealing with non-exodites
Psychokinesis
Wounds: 4/11
Fate Points: 2
Insanity Points: 7
XP: 700/500
Gear: mono-knife, compact Takara Platine Laspistol (pistol, 10m range, S/3/-, 1d10+1 E, pen 0, clip 10, rld- full) with three charge packs, drab robes, 3 week worth of ration pack, manacles (attached), explosive collar (attached), good quality beetle tent (fits 3 person, AP 8 (primitive), camouflaged), environmental body glove (1 protection on all locations, +10 survival tests, built-in re-breather, comm-bead, photo-contacts), good quality calixis survival kit (crapload of useful tools, along with +10 on survival tests), camp warder, good quality bedroll, good quality backpack, spirit stone
Appearance
Lithe and exotic, as all Eldars are, Sulyen appears to lack the arrogance and pride of her brethren. She keeps her head low, never objects, never protests. One could say, that her spirit is broken, and would not be mistaken. She is deeply afraid of pain, and will do what ordered should she be threatened with it.
She is covered in scars, both old and new. Her hair has unusual colour of ash, and that is practically all you could say bout her. However, despite her lack of proper spirit, she is an expert survivalist, having spent most of her life under hostile sky.
Arbitrator Ramirez Zenth reporting, your majesty.
Mechanics:
Name: Ramirez Zenth
Homeworld: Gunmetal City - Scintella
Career: Arbitrator
Rank: Trooper
Gender: Male
Build: Brawny
Skin Color: Fair
Hair Color: Black
Eye Color: Green
Age: 33
Quirk: Pallid, lacking the ring finger in the right hand
Family: Parents: Uriel & Raltus, both Arbitrators
WS: 36
BS: 41
S: 37
T: 31 (+5 bought)
Ag: 40
Int: 32
Per: 33
WP: 33
Fel: 42
Wounds: 12
Fate Points: 2
Insanity Points: 0
Corruption Points: 0
Divination: "Be a boon to your brothers and bane to your enemies."
XP to spend: 50
XP spent: 400
XP achieved:
-
Gear:
Puritan - 14 (Hive autopistol with shotgun attached: 1d10+2 I; S/3/6; 20m; Mag: 15/15),
[used as shotgun: 1d10+4; S/-/-; 15m; Scatter; Mag: 1/1]
Creed - 9 (Hive compact autogun: 1d10+3 I; S/3/10; 50m; Mag: 35/35),
club (1d10 I; Primitive),
engraved knife (memento) (1d5 R; Primitive),
mesh vest (Body - 4),
flak coat (Body, Arms, Legs - 3 {5 against blasts}),
Arbitrator uniform (Good Quality Clothing),
Arbitrator ID,
3 doses of stimm,
injector,
chrono,
flask of amasec,
old nameplate "Ishmael Aranir" (memento),
Additional ammo:
20 shotgun shells,
50 bullets (35 + 15),
Backpack,
1 week CS ration pack,
Thrones: 10
Monthly income: 70
Basic Skills:
Tech-Use (Int) (Caves of Steel),
Inquiry (Fel) Talented
Scrutiny (Fel)
Advanced Skills:
Speak Language (Hive Dialect) (Int),
Speak Language (Metallican Hive Dialect) (Int) (Gunm. Hiver Sk.),
Speak Language (Low Gothic) (Int),
Literacy (Int), Common Lore (Adeptus Arbites) (Int),
Common Lore (Imperium) (Int)
Traits:
Caves of Steel (Tech-Use is treated as a Basic Skill),
Hivebound (Penalty -10 to all Survival tests, and without 'proper hab' penalty -5 to all Intelligence tests),
Wary (Bonus +1 to Initiative rolls),
Gunmetal Hiver Skills (Grants Speak Language (Metallican Hive Dialect) skill),
Packing Iron (A Metallican deprieved of any usable gun takes -5 penalty on all Tests),
Way of the Gun (Increases Ballistic Skill by +5; grants Pistol Training (SP) talent; grants a +5 bonus on Tech-Use tests involving pojectile firearms)
Talents:
Pistol Training (SP),
Basic Weapons Training (SP),
Melee Weapons Training (Primitive),
Quick Draw (One can Ready as a Free Action)
Advancements:
Scrutiny - 100xp
Inquiry +10 - 100xp
Toughness +5 - 100xp
Tech-Use - 100xp
Story:
My name is Ramirez Zenth, born in the Gunmetal City, Scintella. My parents are both Adeptus Arbites, they raised me to become an Arbitrator like them.
They used to tell me: 'Remember son, what only matters is the welfare of the Imperium'.
But growing up in a hive where violence is nothing special and being unarmed is a suicide, is not easy nor pleasant.
Fortunately Metalicans respect those who gained some authority using skills, lore and intelligence, or weapon mastery.
As soon as I grew up I followed the path of my parents and turned into a guardian of the Imperium's law.
Normally the job isn't easy. In Gunmetal City it's incredibly exhausting and hazardous,
but on the other hand enforcing the law provides a special kind of satisfaction.
Whenever I have to make a decision I try to choose option that is the best for the Imperium,
although sometimes is was hard to decide who of my men were to live, and who to die.
I like being an Arbitrator, for I'm independent in my judgement and the way I complete my mission.
There are only two task I can remember clearly, too clearly.
On first one I was ordered to kill my own brother. Did I mention I had a brother? Possibly not, Zuriel was a rotten apple of our family.
I had never noticed the moment he seriously went off the rails... just one day I was told that he has robbed and killed a noble.
I felt uneasy with that, but "What only matters is the welfare of the Imperium".
I tracked him down after five days. With his so called 'friends' was hiding in a ruined factory building.
They were surprised, my men overpowered them within one minute. They were executed in public, except my brother.
He begged me in tears to spare his life. His softness disappointed me, but I showed him mercy and killed him quickly, painlessly. After all he was my brother.
As a memento I took his engraved knife, it reminds me that even a relative can betray you.
The second mission that sank into my memory was given to me and my friend Arbitrator Ishmael.
We were to eradicate a dangerous Chaos cult that had been operating for several months within local nobility.
Our secondary objective was to act without detection. You can imagine how tricky it was.
Fortunately Ishmael was of blue blood himself, therefore his familiarity with etiquette was more than helpful.
My friend taught me not to be hasty, but always to search for the source of the disease,
and then strike without hesitation. Likewise way we discovered the main quarter of the cult.
During the assault Ishmael was shot in his chest. They were defeated and executed
for the glory of Immortal God-Emperor, but we took severe loses, since they were heavily
armed and fortified. Despite the medic help Ishmael didn't made it.
Just before he passed away, gave me his old nameplate and said "Remember my friend!".
I got my latest assignment three days ago. I was send under command of an Inquisitor.
I have never met one before. It is said they tend to use all needs necessary to purge the unclean.
We shall see if this particular individual truly does his best for the Imperium.
If not, well... I'm still a Judge. Time alone will tell who is a faithful servant of God-Emperor.
Appearance:
At first glance Ramirez is a typical Arbitrator: armed and ready to hunt down enemies of the Imperium.
At the age of 33 he is 175cm tall and weighs 80 kilos. He has short black hair with a few grey stains.
In his pallid, clean-shaved face you can see green eyes eager to sight heresy. His right hand is lacking the ring finger.
Usually Ramirez is dressed in his dark-coloured Arbitrator uniform, but he never goes to battle withouth dark-green mesh vest and
ashen flak jacket which covers himself excluding his head, which is laid bare.
In a sheath attached to his belt there is an engraved knife which seems to be quite important for Ramirez, since he never puts it away.
He also wears an old nameplate as a charm, the name is "Ishmael Aranir".
We'll see, if you supply me with a link for it first.
(Suicide mission, it seems !)
Hive Mutant PCs
You are shunned and hated by those not of your kind, those who are willing to kill you for your twisted flesh and cripple your kind with merciless toil. You, however, have found favour in the eyes of a great peer of the Imperium, one who has eyes to see the strength of your soul and has the power to raise you to do great service to the God Emperor.
Creating Hive Mutant Characters
Use the Hive World Home World template, but replace the Accustomed to Crowds Trait with the ones detailed here.
Twist: The Acolyte's body has been mutated and his genes twisted by the polluted water and air of the underhive.
Effects: During chracter creation the player may select one of the following two options:
* Choose any two different Minor Mutations. The player may not choose result 100 (Major Mutation).
* Roll for one random Minor Mutation and one random Major Mutation. The Acolute reduces his initial Fate Points by 1.
Strength Through Adversity: The Acolyte's mutant status means that most people shun him, and he has little chance of being easily accepted by most within the Imperium. He is, however, physically tougher than the general hive populace, as the weak never survive in the underhive.
Effects: When generating Characteristics, the character's Home World modifier for Toughness and Fellowship are swapped, so that starting Toughness will be 2d10+25, and starting Fellowship will be 2d10+15.
Orks orks orks orks...
Da Mek
Name: "Scav" Magork
Career: Ork Mekboy
Rank: Tekboy
Divination: "Frag da 'ole planet to zog!"
Weapon Skill 34
Ballistic Skill 16
Strength 41
Toughness 50
Agility 26
Intelligence 20
Perception 30
Will Power 21
Fellowship 21
Skills:
* Carouse
* Speak Language (Low Gothic)
* Tech Use
* Trade (Armourer)
* Trade (Technomat)
* Common Lore (Ork Technology)
Talents:
# Bash it 'till it works! (May use Str instead of Int for tech-related skill tests)
# Da Mek's Brain (Does not need to use schematics, but anything created or repaired ends up orkified and may work differently than intended)
# Wilderness Savvy (Treats Survival and Navigation (Surface) as basic skills)
# We iz da Orks! (Double Toughness bonus, counts as Frenzy)
# Dey iz puny! (When taking Fel tests, -10 for every bonus tier of Str or T the other side has less than the Ork)
# Dakka Dakka! (May only fire weapons at their highest rate of fire, cannot aim unless the weapon only has a single-fire mode)
# Needs More Dakka (After passing a tech test, the Ork may modify any SP or Bolt weapon, adding 1kg to its weight, increasing damage and making it unreliable in the hands of non-Orks)
Advancements:
+ Needs More Dakka (100xp)
+ Common Lore (Ork Tech) (100xp)
+ Trade (Technomat) (100xp)
XP Total/Spent: 400/300
Wounds/Fate: 11/2
Insanity/Corruption: 3/0
Da Story
The Ork is pretty much a picture description of its species. Big, bulky in build, and green all over. It has beady little red eyes and a bald head. Not much in the way of huge tusks yet, but it's getting there.
"Scav" Magork was never much of a Mekboy. He had trouble even making a sufficiently working shoota, even considering the admittedly lax Orky standards. One day, however, he experienced a revelation. During an experiment with bigger slugs, during which the test weapon smashed him right over the head) he received a vision from the Ork gods, Gork and Mork. They gave him a new goal in life - build a shoota big enough to blow away whole planets. Of course he still needed to grasp the art of making guns in the first place, but saw that as little trouble for a properly motivated Mek. Thanks in no small part to the inspiration of Gork and Mork, he built his own space-worthy ship to search far and wide for his "Rok-Busta Kannon," though in his eagerness he forgot the small detail of including steering systems. That would have been the end of the Ork, had fate not decided that his ship should encounter (by way of crashing into) an inquisitor's personal vessel. That too might have spelled doom for the Ork, but this particular inquisitor had no qualms about using xenos for his own ends. All it took to convince the tough, but admittedly somewhat dim Mekboy to serve the Inquisition was promising a steady supply of spare parts for his work.
Dem Top Gubbinz
Choppa (Axe):
Primitive Melee, 1d10+1R damage, 0 penalty, Unbalanced, 4kg
Shoota:
Basic SP Ranged, 1d10+4I damage, 0 penalty, 60m range, ROF S/3/10, reload full, capacity 30, Inaccurate, 4kg
Armour: Flak Jacket:
Body/Arms/Legs, protection 3, 6kg
Explosive Collar, 1kg
Ork Rags
Backpack (1kg)
^ Slugs x 480 (30/0.5kg)
^ Ration Pack x 7
^ Frag Stikkbomb (grenade, 0.5kg)
^ Ork Tools (counts as Combi-Tool for Orks only, 1kg)
^ Assorted spare parts & scrap, including:
^^ Cog-wheels (2kg worth)
^^ Transmission Belt x 2
^^ Heavy-Duty Battery x2
^^ Half of Cyber-Harness
^^ Bionic Eye
Thrones owned: 0
(Updated Shoota stats to be in line with official stats in rulebooks.)
Sheet:
Name: Thaddias
Homeworld: Void Born
Gender: Male
Career: Imperial Psyker
Rank: Sanctionite
Start Package: None
WS: 34 BS: 34
S: 32 T: 24
Ag: 30 Int: 39
Per: 36 WP: 41
Fellowship: 35 Wounds: 10
Fate Points: 3 Thrones: 100
Insanity Pts: 0 Starting XP: 400
Corruption Pts: 0
Build: Gaunt Skin Color: Greyish
Hair Color: Copper Eye Color: Green
Age: 33
Quirk: You have stumpy teeth.
Ship Tradition: Space Hulk
Divination: In the darkness, follow the light of Terra.
Traits: Charmed, Ill-Omened, Shipwise, Void Accustomed, Sanctioned Psyker
Basic Skills: Navigation (Stellar) (Int) (Shipwise), Pilot (Starcraft) (Ag) (Shipwise)
Advanced Skills: Speak Language (Ship Dialect) (Int), Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Literacy (Int), Trade (Merchant) (Fel), Forbidden
Lore (The Warp) (Int), Forbidden Lore (The Imperium) (Int)
Talents: Melee Weapons Training (Primitive), Pistol Weapons Training (Las), Sound Constitution
Gear: staff, knife (psykana mercy blade), tatty robe (Poor Quality Clothing), Psy-Focus, sanctioning brand, mono sword, book of Imperial saints, las pistol and 3 charge packs,
asteroid fragment (memento), a single black pearl (memento), flak jacket, flak helmet, backpack, micro bead,
Special Qualities: You have a Psy Rating of 1.
Family: None
Advances: WP+5 (100), Forbidden Lore, (The Warp, The Imperium) 200, Sound Constitution
Powers: Healer, Sense Presence
Background:
Thaddias was born during warp travel, somehow touched by it. He was normal at first, but around puberty, he began exhibiting signs. Luckily, he was detected as a psyker by one of the psykers serving aboard the ship before his powers manifested in any meaningful way. He was soon sent aboard the Black Ships for sanctioning. He managed to pass the sanctioning process and was presented two options: military service, or to serve the inquisition. He chose the latter, hoping to live longer than he would as a battlefield psyker.
Just take away 50 thrones if the answer to my above question is no.
Aye. Now, allow me to introduce you.
Writing the prologue may take a period of time ranging from one day to somewhere near eternity. Please be patient!