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| | Dramatis Personae | |
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Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Dramatis Personae Thu Dec 07, 2017 5:12 pm | |
| Erioch Ancient bastion claimed as Deathwatch base of operations since before the age of shadow. It is a massive mass of hull and guns whose size approaches even a space hulk. For its size it is relatively unmanned. Many hallways remain silent and only guarded by automated defenses. It does have a sizable human population near the tower of brass, the Inquisitorial enclave, but they hardly leave the area. Its auxiliary staff includes adepts from the mechanicus, the administratum, and chapter serfs given over to the deathwatch, along with men situated to menial labor in areas such as docks and gunnery stations. Besides that there are many initiates of the deathwatch scattered about the station. It boasts many training areas including "The Hunting Ground" built largely by now deceased watch captain Prascus. It includes reclusiams, including the Shrine of Saint Aret deep in its labyrinthine interior. For more detailed information on Erioch, read Chapter VI in rites of battle. Defiant Blade The current mode of transport for Kill Team Draco is a sword-class frigate known as the Defiant Blade. Its a small ship repurposed for deathwatch activity with several modifications. Its current steward is Dario B'lain, under the command of Andar Scarion. Rheelas One of the three quarantined worlds in the canis salient. Rheelas has languished for many years, without the influx of supplies and raw goods, the world cannot sustain its population and is dying. The planet is oceanic, landmasses come and go in a matter of months and make permanent settlements very costly indeed. The only constant landmass is at the north pole on a piece of volcanic rock that refuses to sink. The seat of planetary government is here and the palace is known as the Granite Spire. The hives exist on the seas, subject to the tides of the oceans. The hives are staging points for large underwater mining vehicles, known as Tiamats, to mine raw materials for the volcanic crust underwater. Dramatis Personae Masters of the Deathwatch Master of the Chapter, Watch Commander Esteban de Dominova - Spoiler:
An intense, laconic, sallow-faced Battle Brother with pale, colourless eyes prone to piercing glares, Watch-Captain Estaban de Dominova hails from the Crimson Fists Chapter of the Adeptus Astartes. Currently serving his eleventh vigil with the Jericho Reach Deathwatch and third as master of the watch, the Watch-Commander is a highly respected Apothecary whose prowess in the operating theatre has reached near mythic proportions among the Kill-teams with which he’s served. Indeed, many a Battle-Brother currently serving a vigil in the Jericho Reach owe their limbs, if not their very lives, to his quick thinking and sure hands. Along with his prodigious medical skills, and the usual finely honed warrior abilities possessed by every Battle-Brother, Watch-Commander de Dominova is also a noted authority of the biology of many xenos lifeforms and is known to work closely with the Ordo Xenos and the Magos Biologis in various capacities. Though he rarely takes an active role throughout the Jericho Reach, his presence behind the scenes is undeniable. He is able to work smoothly with the inquisition, a useful skill in his profession. This has caused some to view him as an inquisitorial lapdog but these whispers are rarely vocalized, and never to ihm in person.
Master of the Reclusiam, Ramier - Spoiler:
Brother Ramier from the Black Templars joined with the deathwatch and was immediately assigned to the new kill team "Eshnunna" There he served with distinction for several years as the field apothecary before undergoing deathwatch chaplain training as well. As a member of the reclusiam, his zeal and ability to inspire his own hatred in others propelled him to the top of the reclusiam command hierarchy. As his status in the reclusiam increased, so to did his status as apothecary decrease. Eshnunna has been disbanded for some time, but Ramier still serves the deathwatch faithfully.
Master of Lore, Chief Librarian, Paulostis - Spoiler:
Epsitolary Paulostis has served the deathwatch so long that no one actually remembers when he arrived. It was as if he was not there one day, then there the next. He has been elevated to master of lore only in the last few years. The recommendation had been made by Watch-Captain Mathias, who carried significant political power in the chapter. His power of foresight is unparalleled in the Reach. This ability to read the tides of time gives him an edge but at the cost of making him supremely arrogant. Its rare when he goes on field missions as his duties cataloging the vast library is a never ending job. His bald head and deep blue eyes give him an icy gaze that penetrates the depths of the soul. Under such scrutiny no secret is safe. He is hard to get along with at the best of times and near antagonistic otherwise. Some brothers tie him to a shadowy secret society active in the Reach. Nothing has been proven.
Master of the Forge, Harl Greyweaver - Spoiler:
Harl Greyweaver is an Iron Priest of the Space Wolves Space Marine Chapter who has been seconded to the elite xenos-hunting Deathwatch -- the Chamber Militant of the Ordo Xenos. He has been the Forge Master of Watch Station Erioch since his predecessor answered a summons to serve the Achilus Crusade a decade ago. While the influence of Greyweaver’s time in the unorthodox halls of the Deathwatch shows in his Servo-Harness and other small deviations from the traditions of the Iron Priests of Fenris' Isles of Iron, he is not nearly as compliant with the teachings of Mars as many of the Techmarines who serve under him wish. The Iron Priest has adorned most of the fortress’ major workshops with icons of the Iron Wolf, and rivers of molten metal flow through his domain deep in the heart of Erioch. He is notoriously intolerant of other Chapter’s brands of tech-craft, but his efficacy in conjuring the tools of war is so great that no one has yet been able to oust him. His fervent hatred of alien technology puts him at frequent odds with the Crucible Resolviate and Inquisitor Quist. Every piece of xenotech adopted into the Deathwatch arsenal since his arrival has been done so only grudgingly.
Master of the Apothecarion, Kregor Thann - Spoiler:
A senior Apothecary of the Red Scorpions Chapter, Kregor Thann has only relatively recently begun his Vigil and entered the Jericho Reach. A veteran of countless warzones and a master of biological weaponry, Thann gained renown as the mastermind behind the geno-tailored toxins that made the Purging of Castillium possible, defeating the horrific Thazeme when no other weapon could slay them. In the aftermath of the Purge, Commander Antir petitioned Lord High Commander Ortys to consider Thann for Deathwatch service. In 815.M41, Thann arrived at Watch Fortress Erioch and was given the details of his Vigil. Unlike most who step through the voidlocks of Erioch, Thann was not assigned to a Kill-team, but rather remains as part of Watch Commander de Dominova's command staff, tasked with engineering a virus or toxin that could be used to combat the Tyranid menace. Nonetheless, his command experience—for Thann, like many Apothecaries in the Red Scorpions Chapter, has served as a Sergeant as well as in his role as a medic—is useful to less-experienced Kill-teams deployed to the Orpheus Salient. Thann’s duties have taken him across much of the Orpheus Salient, and he has served alongside a dozen Kill-teams in the prosecution of his duties, taking samples of various Tyranid flora and fauna, or testing recently developed concoctions in the field. To date, he has not yet found a substance that works for more than a single generation, the Tyranids adapting to overcome his creations swiftly, though his tests have still provided numerous opportunities for other Imperial forces to drive back the crippled swarms. Most recently, Thann has been operating towards the Spinward edge of the Orpheus Salient, pushing deep into the heart of the Tyranid advance. He is working under a theory that worlds beyond the vanguard will contain less evolved or otherwise purer creatures that are closer to a theoretical genetic baseline that can be exploited. Several Kill-teams are operating deep behind the enemy lines, and Thann coordinates with each of them to gather samples and deploy newly developed bio-weapons.
Watch Captain Andar Scarion Astral Claws watch captain. He is a perfectionist who handles weakness and failure poorly, due to this fact he views non-astartes with scorn and pity. He is the current Watch Captain for Kill Team Draco, until a more suitable use for the squad is found. Dario B`Lain An imperial fist tac marine serving as steward of the Defiant Blade, a sword class frigate seconded to the deathwatch. He is rather friendly and easy going for a space marine with a peculiar accent. With the Imperial Fists being a fleet based chapter he could be from anywhere.. He is also under the command of Andar Scarion. Commodore Thalian Vycorious Commander of the 5th expeditionary battlefleet in the Jericho reach and captain of the battecruiser Belial, Vycorious has used her connections in the Calixis sector and her own skill to swiftly rise through the ranks of the Navy. She keenly feels the loss of the men she sends to die, and does not causually throw away lives for glory like some commanders might do. A powerful figure in the reach, her only down fall is her disdain for her superiors, including her direct supervisor Lord Commander Ebongrave. She finds his paranoia and treatment of subordinates extremely distasteful, even inhumane. Captain Akhutai Captain Akhutai is the commander of the White Scars 5th Brotherhood. An honorable man, he is also very temperamental and can be hard to work with. His forces in the reach are severly depleted and he is currently heading to the Iron Collar for resupply. Nergui Company Champion for the 5th Brotherhood. He is the quintessential warrior of the White Scars, in many cases being the diplomatic face of the brotherhood to assist others with tolerating the Captain. He lost his right forearm on Rheelas and is in need of a bionic when last seen. In memory of Rheelas he applied honor scars resembling Lucius' genestealer scar. He is next in line for command. Brother Vandal The 5th brotherhood's banner bearer. Captain Tibias Captain of the Salamanders 3rd company. He is a new captain and unsure of himself. The 3rd company has a low number of veterans and is sorely untested, coupled with Tibias timidity as a leader the shadows a rough start for the 3rd company. He is a charismatic diplomat who has the potential to quell strife with words. His views on humanity side with those of most Salamanders, this has caused conflicts of interest between the Salamanders and other chapters. Captain Felross Felross is captain of the Iron Hands Raukaan clan. He is ruthless and uncaring towards the plight of any other than his own. The way he wages way is methodical, by the book, and completely unforgiving. This has caused his chapter to be viewed as a double edged sword as their presence could bring death as well as deliverance. Extensive bionics are installed all over his body, rivalling that of any other chapters techmarines. Brother Antion Interred within the confines of a siege dreadnaught, Antion has served Raukaan clan for centuries. He is somewhat more level headed and human than his kin, which is ironic as he will no longer feel anything as a human would. Courageous and unstoppable, he refuses to back down. He has become as an advisor as well as a symbol of total devotion to the omnisiah. | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Thu Dec 07, 2017 5:12 pm | |
| Crew of the Ardent Crusader Captain Jarok DeSaul - KIA Fifty-ninth in his line to serve as captain aboard the Ardent Crusader, this stoic man lives, breathes, and dies for the deathwatch. His life without such purpose is meaningless. As such he has driven the crew to be much like him over the course of his lifetime. He died in service of the Ordos Xenos on the Bridge when he was disemboweled by Chaos Furies as he struggled to shoot them down. It can be said he died refusing to let his ship be over run, a noble death for a captain. Enginseer Prime Adept Usium Mellano - Unknown The Enginseer is one of the only crew members to not be serving a life sentence aboard the ship. He is without much emotion, and devotes his time securing the ancient pact that binds the Cult Mechanicus and the Deathwatch to the Imperium by keeping the ancient machinery in working order. He was discovered heavily irradiated in the plasma engine of the crusader trying to fix a leak in the coolant lines. After a brief discussion with Makradon he made a never ending buzz and got very still....... Master Helmsman Kavant Ire - KIA Crippled and burned in a horrible accident twenty years ago, Ire only moves with the aid of an autochair which most of the time is slaved to his station. He has served the Ardent Crusader for over acentury and is at least ninth of his line to hold the title. He was mortally woundedin his chair on the Bridge when a Chaos Fury sliced him in a gory mess. Still refusing to die, his body finally gave out when the bridge of the Crusader lost its atmosphere. Master of Ordnance Garran Skiniker - KIA Veteran of countless deathwatch operations, Skiniker is the first of his line to hold the title. He gained it in the same accident that shattered Master Helmsman Ire's body, when he removed the previous incumbents body from his station and took the role himself for the rest of the battle. He was ripped apart on the bridge of the ardent crusader when holes in the Gellar field allowed a horde of Furies to materialize. Astropath Khilankha - Unknown A small and skeletal female, the astropath avoid contact with the astartes. She claims their fate hangs heavily on them; that they are cursed and they curse those near them. Navigator Luran Stark - KIA An old man for a Navigator, his third eye has kept him an important member of the Ardent Crusader. The end is nigh for Luran, the time when his mutations fully manifest and he will no longer be of use to anyone. Though this fact is not common knowledge for most inhabitants of the imperium, or the crusader. After the warp breach he was found a mutated mess in the navigators post. Upon a flesh ingestion it was revealed to Hydrako that his real name was Luran Typhon, an interesting twist that may require further follow up. His suffering was ended by Hydrako. | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Thu Dec 07, 2017 5:13 pm | |
| Kill team Eshnunna Kill team Eshnunna operated in the middle stages of the crusade. It was unique in having all its members survive until it was disbanded a few years ago. It is the Kill team with the highest record in the last 300 years, since before the Achilus crusade began. An mark that may kill teams try to make, the members have been elevated to legendary status and their deeds will be told in the generations to come. The truth is that many of these missions were completely thrown off course, sometimes even by the kill team members themselves. Brother Ramier of the Black Templars See the entry in Masters of the Chapter Brother Calibos of the Guardians of the Covenant Calibos joined Eshnunna at its inception. The devastator marine's arrival was a surprise as the guardians of the covenant's theater of operations was in the segmentum pacificus, a long way from the Jericho reach. He was apt in combat, mostly using his heavy bolter to put down the enemies of the emperor. Sometimes his obsession with ancient wargear causes conflict with other brothers, one time resorting to blows with another deathwatch member, and he was consistently hoarding ammo as well as maintaining his wargear. He was defiantly the most mysterious member of Eshnunna. His service is littered with instances of going off mission for which he provides no explanation, only silence. Even with these discrepancies his record speaks for itself. He currently operates with Kill team Assura. Brother Seth of the Flesh Tearers Brother Seth of Creatica is certainly the most straight forward member of Eshnunna. His only goal was to kill every enemy of the Emperor with any weapon he could grab. Out of all the members of Eshnunna Seth has killed the most, keeping a tally of all of them. Of the thousands of kills he could explain in detail nearly every one, relishing the joy of taking life and bathing in the blood. The most explosive member of Eshnunna, his temperament had sometimes complicated the mission. Shortly after the disbanding of Eshnunna Seth disappeared without any explanation. Its whispered in the dark corridors of Erioch that he went mad with blood lust and had to be secured in a location somewhere deep in the watch fortress. Brother Xander of the Iron Hands Brother Xander hails from the Iron Hands clan Raukaan. His most notable feature was the tendency to see lives as numbers on paper, numbers that could be manipulated. His casual disdain of human life has led him into several arguments with Salamanders over his several years of service. He filled a void that Eshnunna desperately needed, an astartes who could open doors, literally. Like most Iron Hands, he replaced every biological organ and appendage with a shiny augment. He had replaced his humanity with cold, calculating, ruthlessness. After his tenure was up he returned to his chapter, which currently operates in the Jericho Reach. Brother Sicar'm of the Storm Wardens Brother Sicar'm was, without a doubt, the most level headed and loyal member of the kill team. He was always concerned for the ones who drove the imperium forward, his brothers included. He was the glue hat kept the kill team running at maximum efficiency. His exemplary record is tarnished by the few times the warp got the better of him. It became apparent after a while that a demon had it out for him as he appeared three times in his vigil. He still serves the deathwatch with another vigil but keeps his focus on the acheros salient. Its indicated that he searches for something that will destroy the demon who tracks his steps. | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Thu Dec 07, 2017 5:13 pm | |
| Life Aboard the Mortis Thule
Navigator Tarakon Ortellius
This navigator was found aboard the Sword of Mac'lir, deep inside the guts of the Mortis Thule, locked in a stasis pod. Its unknown how long he has been a castaway on the tides of the warp. As many Navigators (And eventually all) he is rife with mutation, not limited to his third eye. His flesh is light grey, his legs and arms no longer have the strength to carry him, and his skin flows off his features like melted wax. His constitution was ill equipped to survive the rigors of the Mortis Thule, however, and died in the bowels of the hulk when spewing hot magma fell upon his head.
Survivors of 'The Emperor's Gaze'
Diplomatic Envoy Arno Stak
The highest ranked diplomat, and the only surviving one, of the Empero's Gaze. He had become the De-Facto leader of the survivors following the sudden deaths of all the command staff. Stak clings to the belief that they were undergoing a trial by fire for their faith, either that or punishment for their sins; but either way, they would wash up upon the shores of paradise. With his diplomatic skills, he was able to keep the peace between the differing views of the survivors, Until Cassiel put a bolt into his head.
Chief Kellick
Kellick was a taskmaster of the work crews before the ship met its demise. He is a large man whose body is covered in knotted scar tissue. He leads those with the view that angels of the emperor would one day deliver them from the hell that is the mortis thule. Commanding those who follow with fervor and zeal, he stands up for them with whips and his twin naval pistols. He has thrown in his lot with draco, and those who follow him as well.
Medicae Dhunn
Dhunn was in the batch of new recruit set for the Empero's Gaze's new mission of diplomacy. He was head of medical services before the ship was lost to the warp. Now, he keeps quiet and mostly to his own counsel, warming up to very few, most recently including Serephan. But even to those he rarely speaks too, he is cold and distant.
Sergeant at Arms, Noto Corinthi
Noto Corinthi is the highest ranked member of the armsmen corps, both before and after the ship was cast off the map of the imperium. She is of the belief that the emperor would wash up the ship on the shores of paradise. She keeps to the faith and makes sure to keep the peace, and her own views, with force if necessary.
Lay Technician Ridu Kam
Kam was a low level adept of the machine-cult of mars. With the death of his superiors, he has become the head of anything mechanical on the emperor's gaze. In reality, he can only tend to them as best he knows how. Some aspects of why things work while some things have not have completely escaped his grasp. With the coming of Draco, he cast his lot for getting out alive. He stays as near to Makradon as he is able, glad that the burden of being "the best" has been relived from him. While he is good with many mechanical applications, everyday life and relationships escape his comprehension. To many, he seems like an idiot with a gift.
The Mortis Thule
An accursed spacehulk of particular interest to the deathwatch operating in the Jericho reach. It's monstrous size is only eclipsed by the age and mystery of its origins. First seen by the 427th expidituonary fleet, the ship is among the oldest of space hulks ever encountered by man. This makes it a particularly prized source of ancient relics from the dark age of technology. Reports of something called the "cyclopean armory" is of particular interest to the upper echelons of the cult mechanicus. Kill team Draco has logged several vessels, some were identified after they had extracted from the hulk. The most important was the Sword of Mac'lir, a Storm Warden ship that predates the Nemesis incident. Should this information make it back to any of the companies operating in the Jericho reach, it is possible they would abandon their positions to pursue it. Also identified was the Emperor's Gaze, a diplomatic envoy ship lost to the hulk after its rechristening. Kill team draco reports that the ship still holds at least 500 members of the original crew, struggling to survive under a deteriorating warp shield generator. It is hoped that Caedmon has taken the group that accompanied Kill Team draco back to the Emperor's Gaze until suitible extraction can happen. Kor'sahn is also listed as MIA on the hulk.
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| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Thu Dec 07, 2017 5:16 pm | |
| Kill Team Assura Name: Leon Astelan; Specialty: Assault Marine Chapter: Dark Angels; AppearanceHeight: 6'10"/2.08m Eyes: Ice blue Hair: Black/shaved Complexion: Black Quirks: Prior to battle, Leon paints his head, face, and body with white war paint as was customary to his homeworld. - At 6'10", Leon isn't the tallest or largest Astartes among the Dark Angels. His body shares the same post-human gigantism that all of his brothers have, but his face remains very human nonetheless. His ice blue eyes carry a deep empathy and intelligence behind them, contrasting greatly with his dark black skin. He keeps his head shaved down to the scalp and his skin is relatively scar free. His power armor is an older variant. The Mark V, aptly named "Heresy" armor is painted a deep, Dark Angel green. The legs are of a slightly newer Mark VI variety, granting better range of movement and agility. Perhaps most horrifying, or honor-worthy, is the fact that the inside of the armor is stained in multiple places with the life fluids of its previous wearers. Leon considers this a great honor and has made no attempts to clean the suit. The machine spirit doesn't mind. In fact, he believes it is this blood that pushes the ancient armor to excel in combat and he believes also that the spirits of those previous occupants continue to watch over him and the hallowed suit. Yet such a piece of equipment, while drawing praise from his fellow Astartes, draws criticism and suspicion from the Inquisition. That is fine for Leon too views the Inquisition with equal suspicion and has spent many days learning as much as he can about the shadowy organization. He dons a simple set of gray robes over his armor, the same robes he wears when he is deep in research. Personality: Contrary to how most Assault Astartes are perceived, and in fact how many actually are, Leon is light hearted and good natured. He can take and give jokes and often can be found pulling practical jokes on his squad mates if they ever give him an opening. When he isn't honing his martial skills or in prayer, he likes to spend his time in the librarium studying up on the Imperium, the Adeptus Astartes, and tactics, as well as history and more technical professions. He is proud of his origins and even more proud to have been chosen out of all of his clan to dwell among the stars with the Emperor's Dark Angels. Background: Leon Astelan was born "Gazini Thulu" on the feral world of Kimmeria in the Ultima Segmentum. Kimmeria had long been one of many Dark Angel recruitment worlds. It was most notably known for being the birth planet of Supreme Grand Master Azrael. The fierce jungles of the planet's southern pole were home to some of the most deadly flora and fauna in three systems. As such, its inhabitants had to be exceedingly tough, strong, and intelligent from a young age lest the planet consume them. Leon was one such child. He excelled in battle, having killed his first war-cat with a spear by the age of nine. He also was strategic, using his brain first and foremost and not easily giving into anger. By adolesence he had risen to prominence as one of his tribe's finest warriors, often being sent as champion to resolve tribal conflicts. Many such conflicts were immediately resolved as soon as the large youth walked onto the testing field with his spear in hand. For those who would face off against him knew their chances of survival were slim at best. It was at the beginning of what would become a great civil war among the tribes that the Emperor's Angels came from the sky and chose him. +++ The Siege of Fenris in the closing years of M.41 had been the hardest, and most revealing, test of Leon's life. Decades prior he had shared a warzone with the Sons of Russ. It was due to his prowess in melee and reputation among his peers that during the first meeting of forces he had been chosen to represent his company in the ritual duel. Once again the Lion met Wolf. And once again Leon had been first to step into the ring to ensure the honor of his tribe. The fight was over in a matter of moments. While the Space Wolf boasted and taunted, Leon had watched and waited. When the boisterous berserker gave him his opening, he took it. The lion was upon the wolf in the blink of an eye. He moved like a shadow, under his opponent's bulky arms and into his center of gravity. Up and then down, he smashed the wolf upon the deck before delivering blow after blow. And just like that, it was over. And just like that, his infamy and rivalry with the Space Wolves grew. Needless to say that when he found himself stranded behind a massive chaos incursion, completely cut off from his squad and company elements, with the very same Space Wolf he had bested years before, the situation was awkward. For two weeks they made their way through an ever-shifting battlefield, learning to depend on one another for survival. They became guerillas, taking out objectives and targets of opportunity vital for the Imperial war effort as they moved to link up with their companies. As the ammo and ordnance ran dry, they relied on speed and close combat weapons. Leon with his chainsword and combat blade, and the Space Wolf - Eirik - with his power spear. While neither would admit it, they worked well together. They became a cohesive unit and they left a trail of devastation and dead enemy hordes in their wake. Their luck caught up with them two days before the eventual Imperial breakthrough. While on a recon of a large industrial plant, Eirik was caught in an ambush specifically set for the two Astartes. The enemy had used foul warp magic to mask their scents, leading the Space Wolf into a trap of epic proportions. Two full platoons of chaos infantry, supported by three sorcerers, and heavy weaponry unleashed a tidal wave of attacks on the outgunned Space Wolf. Leon heard the commotion from his position a kilometer away and rushed to aid his companion. Surprising to him was the amount of care who had for the Space Wolf who, not long before, had been a despised rival. Eirik took enough damage in the initial salvos to have killed a mortal twenty times over, but the Son of Russ fought on. His spear cut swathes through enemy troops as he charged their lines head on. By the time Leon arrived, one of the three sorcerers lay in pieces among dozens of infantry. But it was evident that Eirik's wounds were catching up to him. Leon joined the fray, taking out a second sorcerer and two squads worth of infantry before they knew he was upon them. His well-oiled chainsword swam in their blood, separating heads from shoulders as easily as pulling apart tissue paper. Eirik renewed his attack and before long all the infantry who opposed them lay broken and scattered. The final sorcerer had been biding his time. A great power growing and welling inside of him to the bursting point. By the time Leon and Eirik moved to engage him, he had swollen to twice his original size. The Marines charged, but not before the heretic unleashed a horrible regurgitation of pure warp energy. Leon dove out of the way, but in his weakened state Eirik couldn't react quickly enough. The terrible energies smashed into him, buckling his armor and crushing reinforced bone. In a remarkable display of tenacity, he threw his spear to Leon as he fell to the earth, gasping for breath but knowing the end was near. Leon hefted the weapon behind his head and threw it with all his might. It took the sorcerer under the chin, the energy sheathed blade pushing up into his brain stem and ending him instantly. Eirik would pass soon after. His final utterances recognized the Dark Angel as a brother, even if his Chapter did not. He only requested that Leon take the spear and continue to build its legacy. Leon stayed with Eirik until he went to the Emperor's side. He spent the next two days carrying the fallen Astartes through enemy contested territory to friendly lines. Gazini Thulu who would becomes Leon Astelon of the Dark Angels at age 14 Leon at 16 (two years into his indoctrination into the Scout Company) Brother CalibosSee 'Kill Team Eshunna GrimmrSpace Wolf Scout Flavius Septimus- Spoiler:
Name: Flavius Septimius Chapter: Marines Errant Specialty: Apothecary Rank: 6
[size=150]Characteristics:[/size] WS: 63**** BS: 44 Ag: 53 $* Str: 57 $**, 87 in PA (+20 Power Armor/+10 PA History Thy Strength be Legend) T: 62 %** Int: 50** Per: 48** WP: 47 $ (WB 4) Fel: 50 %**
$ Chapter bonus % Creation Bonus * Purchased
[size=150]Skills: [/size] Athletics (S) Awareness (Per) Barter (Fel) Carouse (T) Chem-Use (Int) Ciphers (Int) -[Chapter Runes] -[Xenos Markings] Command (Fel) +20 Common Lore (Int) -[Astartes] -[Deathwatch] -[Imperial Navy] -[Imperium] -[War] Concealment (Ag) Contortionist (Ag) Deceive (Fel) Disguise (Fel) Dodge (Ag) Drive (Ag) -[Ground Vehicles] Evaluate Forbidden Lore (Int) -[Black Library] -[Inquisition] -[Mutants] -[Traitor Legions] -[Warp] -[Xenos] Gamble (Int) Inquiry (Fel) Interrogation (WP) +20 Intimidate (S) Literacy (Int) Logic (Int) Medicae (Int) +20 Navigation (Int) -[Stellar] +20 -[Surface] Pilot (Ag) -[Personal] -[Space Craft]+30 Scholastic Lore (Int) -[Beasts] +20 -[Chymistry] +20 -[Codex Astartes] Scrutiny (Per) Search (Per) Silent Move (Ag) Speak Language (Int) -[High Gothic] -[ Low Gothic) Tactics (Int) -[Void Combat] Tech-Use (Int) Tracking (Int)
[size=150]Talents: [/size] +Ambidextrous +Astartes Weapon Training Autosanguine (500) +Bulging Biceps Forging the Bond (500) Good Reputation [Imperial Navy] (300) Hardy Iron Jaw +Heightened Senses (Hearing, Sight) +Killing Strike +Nerves of Steel +Quick Draw Peer [Imperial Navy] (300) Rapid Reaction +Resistance (Psychic Powers) Signature Weapon [Astartes Flamer] Sure Strike (600) Talented [Pilot] (500) +True Grit +Unarmed Master +Unnatural Strength (x2) +Unnatural Toughness (x2)
+Starting Talent
Wounds: 22/22 Critical: Fate: 3 Movement: 5/10/15/30 Personal Demeanour: Aspire to Glory Chapter Demeanour: Shepherd of Assets Corruption: Primarch's Curse: [/b] Crusader’s Call (HtC pg 46)
[size=150]Marines Errant Abilities: [/size]
Solo Mode Ability: Zero Tolerance (Ignore all penalties to tests caused by space environments)
Squad Mode Abilities: Attack Pattern Confined Combat; Action: Half Action; Cost: 2; Sustained: Yes. Flavius and those within Support Range of him do not obscure lines of fire for each other or incur penalties to hit because they are in the way. In addition, Battle-Brothers may move through each other or switch positions during their movement even if there would not normally be room enough to do so. Flavius gains a Ganging Up bonus for other Battle-Brothers adjacent to him even if they cannot make melee attacks on his foe.
Defensive Pattern: Protect the Fallen; Action: Reaction; Cost: 1; Sustained: Yes; While this ability is active, a Battle-Brother may use his Reaction to move up to four times his Agility Bonus to protect another member of his squad from attack, if that member has either been knocked prone and/or has suffered Critical Damage. If the Battle-Brother’s movement would be sufficient to reach the squad member the Battle Brother is struck by the attack instead with all the normal consequences. Battle-Brothers defending their brothers in this way may not Dodge the attack but may Parry it as part of their Reaction. If the attack has an area of effect which would affect both the Battle-Brother and the squad member he is trying to protect, then the squad member gains cover against the attack with Armor Points equal to the Brother’s Armor Points on his torso location.
Past: Deck Officer - Many Marines Errant also serve as officers and crew aboard their vessels and learn much about the ways of naval warfare. You have spent time as a deck officer aboard one of the Chapter’s strike cruisers or battle-barges and understand how such warships function in battle. Bio: Flavius had experiences very different from most Chapters, working directly with the Rogue Trader House Ecale. He’s a talented pilot and maintains excellent relations with the Imperial Navy. It’s not uncommon for Marines Errant to spend more time away from their chapter than with it. With the Rogue Traders he had been everywhere and when his chapter needed to second someone to the deathwatch, he was in the right place at the right time. Flavius is not standoffish or aloof, and he tends to treat everyone with respect regardless of their rank. In the close confines of a trading vessel there is only one rank that matters – captain. By spending time with so many other people, especially non-Astartes, Falvius has found that everyone has something they can teach. He’s become an expert at making idle conversation reveal more than others might intend. Of course, that knowledge gets locked away – he knows things that he probably should not. VETERAN BROTHER DONAL HAGETH from his home chapter is the overseer of Erioch’s Hunting Grounds. Flavius maintains excellent relations and uses his knowledge of beasts and medical training to bring as many specimens as he can back alive to keep the grounds well-stocked. Appearance: Flavius prefers not to wear his helmet, and his face has felt the sun on countless worlds. He is of fair complexion with sand colored hair. He has thin lips and a narrow nose which give him a somewhat regal appearance. Underneath his armor he is powerfully muscled, more broad shouldered than the average Astartes. - Spoiler:
Armour: MK VII Aquila History: Thy Strength be Legend - adds +10 STR
Equipment: 4 applications of repair cement, Astartes Chainsword (Dmg: 1D10+3(R), Pen: 3, Special: Tearing, Balanced(+10 WS to Parry)), Combat Knife(Dmg: 1D10(R), Pen: 2), 3 frag grenades, 3 krak grenades. Signature Wargear: Astartes Flamer (Dmg: 2d10+2(E), Pen 3, Special: Flame Chapter trappings: Crusader Medallions – when meeting someone, the GM should roll d10: on a 1-3 the NPC has not heard of the crusade, on a 4-8 the NPC was part of the same crusade or has high regard for those that were and improves his Disposition to the Battle-Brother by one step, on a 9-10 the crusade has a dark meaning for the NPC (he lost too many brothers during it or it reminds him of a shameful incident) and his Disposition is reduced by one step toward the Battle-Brother.
Mission gear: To be determined based on Requisition
XP Spent: 34900/35000
Characteristic Advances: Agility [Simple] (500) Fellowship [Simple] (500) Fellowship [Intermediate] (500) Intelligence [Simple] (200) Intelligence [Intermediate] (500) Perception [Simple] (200) Perception [Intermediate] (500) Strength [Simple] (500) Strength [Intermediate] (1000) Toughness [Simple] (500) Toughness [Intermediate] (1000) Weapon Skill [Simple] (200) Weapon Skill [Intermediate] (500) Weapon Skill [Trained] (1000) Weapon Skill [Expert] (1500)
Skill Advances: Ciphers [Xenos Markings] (200) Chem-Use (400) Command (100) Command +10 (200) Command +20 (300) Interrogation (200) Interrogation +10 (200) Interrogation +20 (200) Lore: Forbidden [Black Library] (400) Lore: Forbidden [Inquisitions] (800) Lore: Forbidden [Mutants] (400) Lore: Forbidden [Traitor Legions] (800) Lore: Forbidden [Warp] (400) Lore: Scholastic [Beasts] (200) Lore: Scholastic [Beasts] +10 (200) Lore: Scholastic [Beasts] +20 (200) Lore: Scholastic [Chymistry] (200) Lore: Scholastic [Chymistry] +10 (200) Lore: Scholastic [Chymistry]+20 (200) Medicae +10 (400) Medicae +20 (600) Navigation [Stellar] (100) Navigation [Stellar] +10 (200) Navigation [Stellar] +20 (300) Pilot [Space Craft] (100) Pilot [Space Craft] +10 (200) Pilot [Space Craft] +20 (300) Tech-Use (500)
Talent Advances: Autosanguine (500) Forge the Bond (500) Good Reputation [Imperial Navy] (300) Hardy (500) Iron Jaw (300) Peer [Imperial Navy] (300) Rapid Reaction (500) Signature Wargear [Astartes Flamer] (500) Sure Strike (600) Talented [Pilot] (500)
Deed: Strike Team Specialist (200)
Notes:
Backpack: 1- Melta bomb 2- Extra fuel canister 3- Extra fuel canister 4- Extra fuel canister 5- Extra fuel canister 6- Flamer stowage (maglocked)
Chest: Magazine vest equipped (x6 mag capacity) 1- x3 Extra standard Storm Bolter drums 2- x3 Extra standard Storm Bolter drums
Belt: 1- x3 extra Frag 2- x3 extra Frag 3- Quick Draw Frag 4- Quick Draw Krak 5- x3 extra Krak 6- x3 extra Krak
Thighs: RT 1- Bolt pistol RT 2- Fuel canister LFT 1- LFT 2- Chainsword stowage (maglocked)
Greaves: RT- Combat Knife LFT- Bolt pistol mag Rostrum Acutumhttps://drive.google.com/file/d/0B6B6yZ ... p=drivesdk WillbeckChapter: Smoking Fists Demeanor: Hot-blooded | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Thu Dec 07, 2017 5:16 pm | |
| Inhabitants of Erioch Astartes:
Tech Priest Oroboros of the Salamanders For a techmaine, Oroboros is very relateable to those not initiated into the machine cult. He has a natural way with artificing, due to the way it is practiced on Nocturne deep in the halls of Prometheus. He suffers the wrath of Greyweaver to serve as his mist trusted brother who typically resides on Erioch instead of on a kill team. When he is in the field, his thunderhammer's quality is a terror among the enemies of the Imperium. For unknown reasons, he prefers to avoid anything warp related. Tech Priest Mac Zi Ven of the Storm Wardens Mac Zi Ven is a Storm Wardens devotee of the Cult Mechanicus who has shown the touch of a true master in the arts of technomancy. His humble beginnings among the warrior tribes of Sacris led him to view technology as truly touched with divinity. In the ranks of the Storm Wardens it soon became clear that Mac Zi was gifted and he was quickly raised to the rank of Techmarine. Some of his Battle-Brothers mutter that Mac Zi showed more respect to the red priests of Mars than to his own Chapter, but Mac Zi’s contributions of finely-crafted weapons and armour win him many friends. Mac Zi volunteered for the Deathwatch to satisfy his growing hunger for knowledge. Now in the foundries and catacombs of Watch Fortress Erioch he has access to a vast repository of data about both human and xeno devices. He secretly views xeno-tech as only another tool to be used in the Imperiums service once it is properly understood. These beliefs have put him at odds with Erioch's Forge Master, the Iron Priest Harl Greyweaver who Mac Zi despises for the Space Wolf's disrespect of the Machine God and narrow-mindedness regarding the Deathwatch's use of xeno-tech. Tech Priest Aristarchus of the Carcharodons Somewhere deep in the forges of Erioch lays one whose flames are subdued, whose cold steel halls remind those inquisitive enough to enter of a shoal where no fish swim. The shoal is void of sound, deathly quiet. Here the apex predator is Aristarchus of the Carcharodons. What his specialty is, little can say. His role in the armories is not oft seen, but he is sometimes spotted on the periphery of others, watching......waiting. Watch Captain Brand of the Storm Wardens Brand Mac Lir hailed originally from the Storm Wardens Chapter where he won fame in the Cleansing of Vigil. His experiences fighting the foul Slaugth kindled a desire in him to join the Deathwatch. His keen fervour and veteran tactical skills saw quick promotion for Brand—by his third deployment, he lead a Kill-team, and was elected Watch Captain of Watch Fortress Erioch on his ninth Vigil. Brand can be a cautious leader at times because he’s always wary of the tricks and traps of the enemy, but once battle is joined he is as ferocious and direct as any Space Marine. Brand’s Sacris Claymore Morwenna, a chapter relic, has reaped a tremendous toll of alien blood and ichor in deadly hand-to-hand combat. Watch Captain Mathias of the Sons of Medusa For two centuries, Watch Captain Mathias has served the Deathwatch. From the battlefields of the Orpheus Salient to the dusty halls of long-lost Watch Stations, Mathias has devoted his service to the tenets of the Deathwatch and their guardianship of the Jericho Reach. Mathias came to the Deathwatch from the Sons of Medusa Space Marines for what was to be a decade long assignment. Early during his tenure with the Watch, Mathias was assigned to guard Inquisitor Ramaeus during a tense encounter with a group of Eldar said to have valuable information about the Dark Pattern. The recently-seconded Battle-Brother found himself fascinated by the enigmatic Inquisitor and her mysterious prophecies and after this encounter he devoted a great deal of time to studying all he could learn about them. Mathias was intrigued by the relationship the Eldar seemed to have with the Dark Pattern and he quickly became convinced that these beings knew a great deal more than the Imperium knew about these worlds. Keeper Caligula of the Angels Encarmine Little is known about this watch station keeper from the Angels Encarmine. He was encountered by Brother Khol while protecting the beastirium. It was apparent that he and Calibos did not get along so well. Inquisitors:Ezu Graihle Only one thing brought Inquisitor Ezu Ghraile to the Jericho Reach -- Tyranids. Ghraile sees the Tyranids as the biggest single threat facing the Imperium today and it's matter she will expound on at great length given any opportunity. Ghraile has based herself at Watch Fortress Erioch for the express purpose of lobbying for more action on the Orpheus Salient and her clashes with the resident Inquisitor of the Chamber have been loud and public. Ghraile has a sympathetic ear from members of the Deathwatch as they fully appreciate the exponential threat a hive fleet can become with access to enough biomass. however, it's been a harder job convincing officers of the Crusade and her fellow Inquisitors of the need to divert all reinforcements coming through the Warp Gate to the Orpheus Salient. Ghraile clings to hopes that the Omega Vault will open to reveal some weapon to stop the Tyranids -- not just within the Jericho Reach, but across the entire galaxy. Velayne Ramaeus Inquisitors are, by their very nature, subtle, inscrutable, and enigmatic. Most wear this mystery around themselves like a cloak, almost ostentatious in their guile. The same could be said about Velayne Ramaeus, though such sentiments would hardly do the mysterious Inquisitor justice. Little of certainty is known about the woman, though her credentials are of the highest order and as a result, her authority among the Deathwatch is all but limitless. None remember the details of her arrival in the Jericho Reach, though most assume that the Inquisitor rode in on the first waves of the Achilus Crusade, as few can recall her presence before that time. If asked directly about her service with the Deathwatch, the stewards of Watch Fortress Erioch react with puzzlement. Back through the centuries, scattered among the recollections of the older members of the Deathwatch, are memories of a woman bearing her description, though no official record exists as evidence. It is almost as though she had always been there, but went unnoticed until the last several decades. Beyond her Inquistorial Rosette and her authentication seal, no concrete record exists of her before the discovery of the Jericho Reach Warp Gate leading to the edge of the Calixis Sector. Despite this lack, the Erioch Chamber of Vigilance has reconciled her credentials and required no other confirmation of her devotion. | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: Re: Dramatis Personae Tue Aug 04, 2020 2:39 am | |
| Crew of the Soulsmear The Soulsmear The soulsmear is a ship that defies classification. Its smaller than an escort Cobra ship, and with a much smaller crew compliment. Its small size means it has little in the way of offensive capability. What it lacks in firepower, it more than makes up for in stealth. Even when running at full capacity, only the most venerated and esoteric aurguries can register it. It's operation in theatre of stealth is like the inquisitorial blackships. Under the command of Captain Tomoi Farosh and assigned to Watch Captain Avincus, the Soulsmear's most potent weapon is Kill Team Draco. Tomoi Farosh The captain of the Solsmear is a blunt and stern captain. This makes him the most personable man on a ship of men whose minds are continually wiped and placed in cold storage when not on assignment. He has commanded the ship for over a century. His feats have earned him many commedations anddistinctions, at least they would if the missions were not black ops. Though he yearns for ship to ship combat and the pounding tumult of a good broadside, he has settled for a veritable taxi, delivering kill teams to their destinations while maintaining absolute stealth. | |
| | | Hydrako Senpai
Posts : 990 Join date : 2017-10-20 Age : 35
| Subject: Re: Dramatis Personae Tue Jun 21, 2022 1:16 am | |
| Stavross of the Minotaurs - Assault Marine- Spoiler:
Rank: 6 Speech colour: color=#999966
WS: 55** BS: 43 * Ag: 51 (AB 6)** Str: 61, 81 in PA (SB14) $*** T: 63 (TB12) $*** Int: 36 Per: 38 WP: 42 $ (WB 4) Fel: 35
$ Chapter bonus * Purchased
Wounds: 22/22 Critical: Fate: 5 Movement: 6/12/18/36 +++++with Jump pack 12/24/36/72 (Doubles base movement, grants Flyer [12] Trait)+++++ Personal Demeanour: Scornful Chapter Demeanour: No Mercy, No Respite Corruption: Primarch's Curse: The Strong are Strongest Alone (HtC pg 101) Special Ability: Wings of Angels(+20 meters on charge after successful pilot roll(+10), +1D5 damage on successful melee attack on charge, Solo Mode) Minotaurs Abilities:
Solo Mode Ability: Fear the Beast (Interrogation, Intimidation) Rank 1: choose two skills, Reroll failed tests. Rank 4: Gain +10 to use these skills Squad Mode Abilities: Attack pattern: Storm of Hell; Action: Full Action, Cost: 3, Sustained: Yes. While this ability is in effect, The Battle-Brother and those within Support Range of him gain the Furious Assault Talent and the Frenzy Talent. At Rank 4, activating this ability is a Half Action. Defensive Pattern: Swift Advance; Action: Reaction, Cost: 2, Sustained: Yes. Members of this Chapter have the skill and training necessary to move quickly through even the most punishing onslaughts of gunfire. While this ability is active, the Battle-Brother and any within Support Range who successfully dodge a Ranged attack may spend their Reaction to make a Full Move. At Rank 4, they may also reload one weapon provided it does not take longer than a Half or Full Action to do so.
Sword Brethren Special Ability: Eternal Crusader - Once per combat, the Sword Brethren may add his WP bonus to his TB when determining ow damage he takes form an attack. Only counts towards one damage roll, regardless of if there are many hits against him. (HtC pg 12)
Bio: Of standard height for an Astartes, Stavross' defining feature is his width. From shoulder to shoulder he dwarfs all he stands beside. His armour, crafted in the Grecka-Cornithinan style has been modified to accommodate his broad frame. His neck and shoulders blend into one muscular mass that has a flat, square head attached. His face could be carved of granite for if it showed any emotion other than scorn or hatred it may fracture and crack. His head is bald, but his face sports a short, well-kept white-blonde beard. His eyes are a penetrating blue like that of a glacier, able to pierce the thickest of armour. His square jaw has a habit of grinding when Stavross is silent as though he were irritated with everyone and everything around him.
When clad in his Grecka style armour he is a sight to behold. When not equipped with a jump pack his shoulders take on a hulking lumbering look, as if he were clad in Terminator armour, with his head slung low between his enlarged pauldrons. His two Chapter Trappings are the Plume of Antioch and the Mantle of the Aurochs. The Mantle of the Aurochs is a separate helmet that was crafted for him when he attained the rank of Shield Brethren. Made into the visage of a bull, at times it is known to vent steam and bellow or roar of its own volition. Add this to the mysterious noises his hulking armour makes in combat, and Stavross can be quite literally frightening. On numerous occasions his armour has been sent to the Tech Marines in the forge to find out what the reason is behind such strange grinding, shrieking, squealing noises but each time they are unable to find anything wrong with the fairly new set of armour. Stavross seems to relish in the noises it makes in battle for it lends strength to his blows and stokes the fires of his rage. His accent is thick and rough with the same arrogance and superiority as his demeanour. He is aloof or scornful with all he deals with, which is common among his Chapter. They see themselves as the best of the best, or the Emperor's chosen ones, and feel that it is they who are the ones who will bring the galaxy to heel. They treat all non Astartes with outright hatred and even most Space Marines are want to leave them be as they are antagonistic and likely to instigate conflict outside of battle.
Traits: Athletics (S) Awareness (Per) Ciphers (Chapter Runes) (Int) Common Lore [Astartes, Deathwatch, Imperium, War] (Int) Concealment (Ag) Dodge +10(Ag) Drive (Ground Vehicles (Ag) Enemy (All non Astartes) Forbidden Lore [Xenos] (Int) Forbidden Lore [Astartes] +10 Intimidate +10(S) Interrogation Literacy (Int) Navigation (Surface) (Int) Pilot (Personal) (Ag) Parry +10 (WS) Scholastic Lore +10 (Codex Astartes) (Int) Silent Move (Ag) Speak Language (High Gothic, Low Gothic) (Int) Tactics (Assault Doctrine) (Int) Tracking (Int) Space Marine Implants Unnatural Strength (x2) Unnatural Toughness (x2)
Talents: Ambidextrous Astartes Weapon Training Berserk Charge - +30 to WS instead of +20 when charging Bulging Biceps Crushing Blow - Add half WS bonus rounding down to damage Death From Above - When making a Charge w/ a jump pack, melee attack deal an extra d10 Damage for every two Degrees of Success, to a max of 2d10 Deathwatch Training Detestation - When attacking an enemy that you hate the attack deals additional Damage equal to one-half the Sword Brother’s Rank, rounding up Enemy (all non-Adeptus Astartes) $ Forging the Bond Hammer Blow - When making an All out Attack, add half strength bonus to Pen. Attack also counts as having Concussive (2) Hatred [Orks, Tau] - +10 to WS against these. make WP test to avoid fighting Heightened Senses (Hearing, Sight) +10 to Per for either of these, +10 for Autosenses = +20 for hearing or sight total Hunter of Aliens - +10 WS and +2 damage vs xenos Killing Strike Nerves of Steel Precise Blow - Reduce melee called shot penalty by 10 (e.g from -20 to -10). If combined with Sure Strike the penalty is reduced to +0 Quick Draw Resistance (Psychic Powers) Rival (Adeptus Astartes) $ Signature Wargear [Master] - Exceptional craftsmanship Powerfist (Colchis Fist) - Add +10 WS with this weapon, +5 WS from craftsmanship Sure Strike - Reduce melee called shot penalty by 10 (e.g from -20 to -10). If combined with Precise Blow the penalty is reduced to +0 Swift Attack Sound Constitution (x2) True Grit Two Weapon Wielder [Melee] Unarmed Master Wall of Steel - Gives second Parry reaction
Armour: MK VII Aquila - Fear (2) Histories: Terror be thy Friend - adds Fear (1), Blood of the Enemy - Adds Fear (1)
Equipment: Signature Wargear: Colchis Fist 2d10+1E Pen 9 - This venerable weapon has felled many a great foe. The over-sized fist is studded with rivets, each marking the death of a particularly worthy opponent. The knuckles are each studded with a larger rivet marking a near death experience in combat, all except one are fitted with a knuckle dusting rivet... Chapter trappings: Plume of Antioch - a blood red transverse helmet crest made from the hair of an unknown beast on Stavross' home planet. Attaches to the top of a standard Corinthian MKVII helmet. Adds + 3 to Command tests when attached. Mantle of the Aurochs (Equipped)- A MKVII helmet crafted with the visage of a mythic bull, complete with downward curving horns. +5 to Intimidate tests (One Trapping can be equipped at a time)
XP Expenditure: XP Spent: 34950 XP Remaining: 50 Characteristic Advances: - WS +10 (700) - Ag +10 (700) - STR +15 (1700) - BS +5 (750) -Tough +15 (3000) =6850xp
- Hunter of Aliens (Deathwatch, 1,000) - Parry [+10] (used dodge as purchase price from Codex, HtC, 400) - Sound Constitution (x2) (General, 500,500) 1000 - Signature Wargear [Master] (General, 1,000) Exceptional Powerfist (Colchis Fist) [+10 to WS (Sig wargear mater)], [+5 WS, +1 damage (Craftsmanship)] - Dodge +10 (Codex, HtC, 400) - Forge the Bond (500) - Interrogation [+0] (Deathwatch 400) - FL [Astartes +0, +10] (Codex HtC, 200,400) 600 - Death from Above (Assault, 900) - Sure Strike (Assault, 500) - Precise Blow (Assault, 700) - Berserk Charge (Sword Brethren, 600) - Intimidation [+10] (Sword Brethren 400) - Crushing Blow (Assault 600) - Two weapon Wielder [Melee] (Assault 500) - Hammer Blow (Assault 500) - Hatred [Orks] (Sword Brethren 500) - Hatred [tau] (Deathwatch 500) - Wall of Steel (Assault 700) - Detestation (Sword Brethren 1500) - Double Team (Assault 200) =13400
Deeds/Other: Right Place, Right Time (400) Battle Damage (300) - extra armour history Sword Brethren (1000) Gives an extra Chapter Trapping. New talent "Detestation" pg 12 HtC. In preparation phase choose a special ability (Righteous Rage, Eternal Crusader, Many Deaths to Bring, or Wrathful Firepower)
=1700xp Renown: 60 Famed
Notes: Speech colour 999966 - Colchis Fist +15 WS, +1 Dmg - +20 to Parry with Chainsword (Skills+weapon Traits+Chapter Trappings) - Storm bolter (exceptional quality) - +1 damage, gains reliable. If jams, roll 1d10. only jams on a 10, otherwise it's a miss. Motion Predictor adds +10 BS to semi and full auto shots - Iron Halo - PR: 50, Overload: 01. Roll 1d100 when attacked. below 50=no hits or damage. If the hit is 1 then the field is overloaded and needs repairing. - Melee called shots are +0 (Precise Blow, Sure Strike) - Add +7 damage to melee attacks against orks/Tau(Hatred, Detestation, crushing blow) or just +2 dmg for anyone not Hated - +20 WS vs Orks/Tau (HoA+Hatred) - When making a Charge w/ a jump pack, melee attack deals an extra d10 Damage for every two Degrees of Success, to a max of 2d10. add 1d5 for Wings of Angels on top of this(Solo mode only) - Armor has Fear(2), enemies make one-time -10 WP upon encountering Stavross. add +10 to shock sheet for every DoF - When making an All out Attack, add half strength bonus to Pen. Attack also counts as having Concussive (2)
Rt Hand-Colchis Fist - +15 WS, +1 dmg Lt Hand- Tri Flame Vambrace / Chainsword
Last edited by Hydrako on Mon Jun 27, 2022 2:41 pm; edited 2 times in total | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Dramatis Personae Sun Jun 26, 2022 3:27 pm | |
| | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Dramatis Personae Sun Jun 26, 2022 3:27 pm | |
| - Fulrik Flloaner - Wolf Priest Devastator:
"Oi, you there! Robotic-Ork prick! I see you have brought all them Boyz out to play. But you 'avent nearly brought enough. Come here, son, I have somethin' for you." - Fulrik challenging the Warboss "MassKilluh" during his days as a Blood Claw Name: Fulrik Fllonaer (Old Norse meaning "To get Angry/Irritated") Chapter: Space Wolves Specialty: Wolf Priest Rank: 5 Chapter Demeanor: Sons of Russ Personal Demeanor: Hot-Blooded Past Event: Lone Wolf (First Founding, pg. 65) Deeds: - Campaign Hero (vs. Tau) - Crusade Reinforcements - Return to Duty
WS 44* BS 60** S (12) 50** (70 in PA) T (10) 52** AG 40 PER (10) 50** + (+30 Auto/Heightened/Wolf Senses) INT 49** WP 48* FEL 48* + *Denotes Purchased Upgrade + Chapter bonus
Armor: Mk.7 "Aquila" Power Armor; Head: 9, Body: 10, Arms: 8, Legs: 8. Armor Additions: Combat Shield (+1 AP Left Arm/Body); Jump Pack; Wolf Skull Helm (AP: 9; +10 Intimidate, +10 Autosenses, Called Shots -10; Works w/Wolf Senses), Wolf Pelt (+5 Intimidation) Power Armor History: Battered by War (+10 Intimidate, -5 Charm)
Movement: 5m/10m/15m/30m Wounds: 22/22 Critical Damage: 0 Fate Points: 3/3 Fatigue: 0 Insanity: 10/100 Corruption: 0/100 Battle Trauma: n/a Primarch’s Curse: Curse of the Wulfen
Skills: Acrobatics (Ag) Athletics (S) Awareness (Per) (+30 Auto/Heightened/Wolf Senses) Charm (Fel) Ciphers (Int) - Chapter Runes (Fenrisian) - Xenos Markings Command (Fel) +10 Common Lore (Int) - Adeptus Astartes - Deathwatch (+5 Deathwatch Training) - Imperium - War Deceive (Fel) Disguise (Fel) Dodge (Ag) +10 Forbidden Lore (Int) - Deathwatch - Inquisition - Xenos +10 (+25 Talented/Deathwatch Training/Deeds) Inquiry (Fel) Intimidate (Fel) +10 (+25 Wolf Pelt/PAH/Helm) Linguistics (Int) - High Gothic - Low Gothic - Squad Cant Logic (Int) Medicae (Int) Navigation (Int) - Surface Operate (Ag) - Ground Vehicles - Personal Parry (WS) Scholastic Lore (Int) - Codex Astartes Scrutiny (Per) Stealth (Ag) Survival (Per) Tech-Use (Int) Tactics (Int) - Armored Tactics
Talents: Air of Authority Ambidextrous Astartes Weapon Training Bolter Drill (Increase bolter RoF by 1) Bulging Biceps Combat Formation (All squad members gain +1 to Initiative and may use Int bonus instead of Ag bonus to determine Init.) Counter Attack (Space Wolf; Successful parry gains -20 WS attack) Crack Shot (Add +2 to critical damage rolls) Crushing Blow (Add 1/2 WS bonus to melee attacks) Deadeye Shot Fearless (Wolf Priest) Hatred (Tau; Wolf Priest) Heightened Senses (Hearing, Sight, Smell) Hunter of Aliens (+2 dmg/+10 WS vs Xenos) Killing Strike Litany of Hate (Wolf Priest) Marksman Mentor (In squad mode, allies gain +10 to tests Fulrik is also trained in; Fulrik may spend a FP to aid a team mate) Mighty Shot (Add 1/2 BS bonus to ranged attacks) Nerves of Steel Peer (Deathwatch; Deed) Quickdraw Resistance (Psychic Powers) Sig. Wargear: Jump Pack Sig. Wargear (Master): Heavy Bolter Iron Maw (+1 Cohesion; Weapon goes to Mastercrafted) Storm of Iron (Allocate extra shots to any other target within 5m of first; Double damage to horde magnitude) Talented (FL Xenos) Target Selection (No penalty for firing into melee) True Grit Unarmed Master Unarmed Warrior
Traits: Flyer (12; Jump Pack) Unnatural Perception (x2) Unnatural Strength (x2) Unnatural Toughness (x2)
Special Abilities: - +2 Kill Team Cohesion (+1 Wolf Priest/+1 Master Sig. Wargear Quality) - Wolf Senses (Solo mode; re-roll failed Perception & Darksight; +10 Per tests; Unnatural Perception (x2)) - Hero's Saga (Solo Mode; First Founding pg. 64; Type varies)
Space Wolf Squad-Mode Abilities: - Tooth & Nail (Attack; Free Action; Cost: 2; Sustained; Re-roll opposed grapple tests, +20 to ganging up, +20 Dodge/Parry) - Pack Tactics (Defense; Free Action; Cost: 2; Not Sustained; Pg. 225 Core Rulebook) - The Hunt & Counter-Charge (First Founding Pg. 66)
+++++++
Weapons: Heavy Bolter Iron Maw, Mastercrafted (Heavy; 1d10+15 X, pen 5; 150m; -/-/6; Mag: 60 box/250 backpack; Rld: Full; Felling (1), Reliable, Tearing, +10 to hit) - Mass Reactive Box-Mags 5/5 (300/300) - Kraken Shell Box-Mags 2/2 (120/120) - Implosion Shell Box-Mags x1 (60/60) Crozius Arcanum (Melee; 1d10+21, pen 7; Balanced, Power Field) Astartes Webber (Basic; 80m; S/-/-; Mag 5; Full Rld; Blast (5)), Snare) Bolt Pistol (Pistol; 1d10+12 X, pen 4; 30m; S/3/-; Mag 14; Full Rld; Tearing) - Mass Reactive Mags 5/5 (70/70) Frag Grenade (x5; SBx3 - 30m; 2d10+2 X, pen 0; S/-/-; Blast (4)) Krak Grenade (x9; SBx3 - 30m; 3d10+4 X, pen 6; S/-/-) Combat Knife (melee; 1d10+14 R, pen 2)
Gear: - Combat Shield - Combat Webbing - Fang of Morkai (Acts as a Reductor; No penalties to medicae) - Motion Predictor (+10 Semi/Full Auto shots) - Jump Pack - Stine of the Bloodmoon (counts as a Charm - always worn) - Repair Cement x3 - Runic Totem of the Sun Wolf* (Chapter Trapping, +3 to Awareness Tests) - Targeter (Dodge attempts vs Fulrik at -10; Integrates Red Dot/Telescopic Sights for ANY weapon) - Wolf Pelt* (Chapter Trapping, +5 to Intimidate Tests) - Wolf Amulet (Force Field Rating 50, Overload 1-10) *Only one worn during missions and chosen beforehand.
Notes: 100xp traded for additional requisition pts. Renown: 60 (Famed) XP: 150/37,000 XP Expenditure: Characteristics: - Ballistic Skill 2 (700xp) - Fellowship 1 (500xp) - Intelligence 2 (2,250xp) - Perception 2 (700xp) - Strength 2 (700xp) - Toughness 2 (1,500xp) - Weapon Skill 1 (750xp) - Willpower 1 (500xp) Rank 1: - Ciphers [Xenos Markings] (Deathwatch, 200xp) - Combat Formation (Devastator, 600xp) - Hunter of Aliens (Deathwatch, 1,000xp) - Mighty Shot (Devastator, 500xp) Rank 2: - Crack Shot (Devastator, 500xp) - Deadeye Shot (Devastator, 500xp) - Signature Wargear [Master] (General, 1,000xp) Rank 3: - Bolter Drill (Devastator, 800xp) - Target Selection (Devastator, 500xp) Rank 4: - Command +10 (??, 200xp) - Marksman (Devastator, 500xp) - Storm of Iron (Devastator, 500xp) Rank 5: - Dodge +10 (General, 500xp) - Forbidden Lore [Xenos] +10 (Deathwatch, 400xp) Deeds/Other: - Air of Authority (Wolf Priest, 800xp) - Campaign Hero (Deed, 600xp) - Command (Wolf Priest, 200xp) - Crusade Reinforcements (Deed, 300xp) - Crushing Blow (Wolf Priest, 500xp) - Forging the Bond (RoB, 500xp) - Intimidate +10 (Wolf Priest, 400xp) - Mentor (Wolf Priest, 1,000xp) - Return to Duty (Deed, 400xp) - Wolf Priest (Specialty, 4,000xp) +++++++++++ +++++++++++ +++++++++++ Description: Height: 8'0" unarmored Eyes: Ice blue, almost white. Hair: A thick mane of Red with streaks of grey, randomly braided with leather and fangs of various beasts. Fulrik actually prefers to be unarmored when not in battle. He relishes the feel of air against his skin, especially cold air and detests the odd staleness of Starships and Space Stations. He intentionally keeps his quarters much colder than others, and has lined his sleeping area with the furs of great beasts he brought with him from his hunts on Fenris. Like his namesake - Long Fang - Fulrik's canines have grown long and sharp, giving his already bestial look an even more imposing presence. While some of his hair has begun turning grey, it is more vibrant than his younger days. Red, almost like a rose with a hint of orange fire, Fulrik keeps a long mane. Most of the time it is pulled back to stay out of his face during a firefight, with multiple braids hanging down the back and sides of his head. Before battle, he pulls it into a top knot in order to fit and seal inside of his Helm. He keeps thick red sideburns that show the smallest hint of grey trimmed low and close to his face, but his lips and chin are clean shaven to better display his canines. He has blue Fenrisian runes tattooed around his neck that resemble a choker when viewed from a distance. The tattoos meet at the back of his neck where the travel down his spine. He has similar "straps" of Fenrisian runes tattooed around his biceps, forearms, thighs and calves; they all link up and meet back at his spine. On rare occassions one might see a new tattoo being applied by a specific Servitor with limited knowledge of the Space Wolf Chapter Runes. In the old days, when asked about their meaning, he might have told the curious party to mind themselves lest they wish to swallow their teeth. Now, however, his demeanor has changed. He is no longer to quick to anger, and much more eager to teach his new Brothers the ways and history of the Emperor's Wolves of Fenris. Between the juxtaposition of his fire red hair, ice blue to the extreme of white pupils, large sharp canines, and feral tattoos Fulrik is intimidating to say the least.
Personality: For Fulrik, to be alive is to be in the midst of Battle, preferably on land and with the wind in his face, but he will settle simply for battle if land is not available.
As a Wolf Priest - one of the rare spiritual and physical mentor's of the Sons of Russ - on his second vigil, Fulrik's wisdom is often sought out by many a Watch Captain asking his advice in tactical and strategic briefings. In his younger days, he was quick to anger and take offense, especially when his honor or that of his Chapter were called into question. While he still brokers no disrespect to himself or his Chapter, he is a much more understanding warrior. For a Space Wolf. Most of the time this anger is directed at his enemy, whom he prefers to engage at a distance in order to "soften them up" for the more eager, younger and much less bloodied members of his pack. His first watch was as a Long Fang Devastator, and as such one is hard pressed to find a more knowledge and effective master of heavy firepower. However, he has been known to challenge any and all who would sully the name of anything he holds dear. He is very protective of the Brothers in his Deathwatch Kill Team that he now fully considers his pack. Not only does he display bravery and courage in combat in protecting and aiding his pack, any insults or slights made to them are considered as slights against him. To stand with Fulrik is to stand with a true Son of Russ - vicious, tempramental, unflinching and absolutely dangerous. To be considered a friend by him is a greater honor still, for it means fierce loyalty the likes of which cannot be matched by many other Astartes.
In his first vigil, Fulrik was only a Long Fang. He was one of the select few within the Space Wolves entrusted with the Chapter's mighty heavy weapons. Because of this, he normally takes to the field of battle with his Heavy Bolter Iron Maw. Whether he is setting up overlapping fields of fire holding a defensive strong point or wading through swamp and jungle in Scout Armor with 60-round box magazines, Iron Maw has never found itself in a situation it could not tear itself out of. Or at the very least, a situation where it could not safely even the odds. Lately, however, Fulrik has come to enjoy the pleasures of the Astartes Soundstrike pattern Missile Launcher. He has taken to one in particular. Dubbed Fyrie Wyrm after the legendary Fenrisian lava serpents, Fulrik has come to enjoy the calculated explosive devastation it brings to his foes.
Background: Fulrik has a long and proud history with the Sons of Russ. His gene-seed took hold very well and his elevation through the Blood Claws, Grey Hunters, and finally the Long Fangs was a long and well fought road. Trained extensively in all manners of war, Fulrik found his true calling when his service record and battlefield wisdom allowed him use of the Great Companies hallowed heavy weapons. With Heavy Bolter and Missile Launcher, Fulrik bested his enemies at every turn. Excelling at setting up choke points, overlapping fields of fire, L-shaped Ambushes, and all out front assault through overwhelmind firepower, Fulrik's knowledge of assault and skill-at-arms with Heavy Weapons made him a natural leader within his pack. Those who looked up to him and studied under him learned much in the arts of war. Similarly, those who crossed him learned much in the ways of humility.
Fulrik's first vigil began when Gunnar Redmoon's Great Company mobilized for the Achilus Crusade. While the Achilus Crusade proved very successful initially, the Space Wolve's actions in it were even moreso. However, as time passed and the Crusade ground to a stalemate, orders from Fenris sent the majority of Redmoon's Astartes back home to combat the Chaos threat on the other side of the galaxy. Thinking he could help make a difference in the Jericho Reach and eager to prove the Space Wolves might in the region, Fulrik was granted the blessing of his Chapter to take his Apocryphal Oath and serve a Vigil in the Deathwatch. Hoping to bring honor to himself, his Chapter, and the Deathwatch as well as make a difference in the Achilus Crusade, Fulrik dedicated every waking moment to learning about and combatting the worst the region has to offer.
However, his first vigil was to be a hard earned learning experience. His Kill Team had deployed on an Ork infested mining world. It was here that the Kill Team found one of their brothers murdered by their comrade Raptor Devastator Samael Laddon. Fulrik took the betrayal very hard as he and Samael had become close. His vengeance was relentless, but killing the Alpha Legion infiltrator wreaked a bloody toll on Fulrik's soul. This was one of the main reasons he sought out the Wolf Priests back on Fenris and began his journey into their hallowed ranks.
He is now on his second vigil within the Deathwatch, returning this time as a full-fleged Wolf Priest. His manner has changed from his first vigil; he is slower to anger or take offense, filled with ancient wisdom passed down from the heroes of saga, and perhaps most importantly, he is eager to share that wisdom with his brothers. He finds his place among the Kill Team as one of physical and mental well being. As a Wolf Priest, his duties are similar to those of an Apothecary intermixed with those of Chaplains of other Chapters. When his brothers need guidance, he is there to grant it. When they need medical aid, he is ready to provide it. And when they need to fight harder than they ever thought possible, he is there to bolster their spirits.
Power Armor: Mk. VII "Aquila" variant Helmet: Bone white Wolf Skull helm. These legendary helmets are specially crafted for each Wolf Priest who dons it. Fulrik's is no exception. The helmet is an exact replica of a Fenrisian Wolf Skull. It is in a perpetual snarl, with ice blue lenses with which to see out of. Body: Formerly Space Wolf Grey, the black plate Fulrik carries into battle is one of the most common Astartes variants in the Imperium. Given to him on his ascension to full Astartes, it has served him well in a multitude of battle zones across the Galaxy. He often jokes that the armor has tasted "everything save for defeat." It is covered in battle scars that have been repaired, but left their mark. It is a terrifying visage of savagery and history. He wears a gigantic pelt of Dire Wolf fur around his neck which hangs off his back. Sometimes seen hanging on the front of this plate from around his neck is his Totem of the Sun Wolf which he has carried since his first hunt before he was an Astartes back on Fenris. Arms: His left shoulder pauldron is in typical Deathwatch fashion - Silver electro-etched plating from gauntlet to couter to shoulder Pauldron. Fenrisian runes fill most of the surface, electro grafted to tell the tales of his valorious deeds. The Inquisitorial "I" sits in the center of an open snarling wolves mouth, also electro-grafted in silver. His right Shoulder Pauldron proudly displays the colors and heraldry of his home Chapter and pride and joy: The Space Wolves. Legs: Black as the rest of his armor. He keeps a monstrous monomolecular edged Crozius Arcanum in a sturdy leather sheath on his right thigh. The handle has been carved from the bones of some unnamed monstrous beast, slain by Fulrik himself. The head of the weapon is stylized as a great Wolf's paw with four monstrous claws protruding from it. It surges with hardly controlled power when activated and is a symbol of his status within the Chapter. On his left thigh he keeps his no-frills Bolt Pistol, well used and well maintained. His left knee pad has the stylized snarling portrait of a Fenrisian Wolf Skull in front of a dark Red Moon - telling of his history as a Long Fang in Gunnar Redmoon's Great Company. His right knee pad is adorned with one Fenrisian rune that means "death," a tribute to his Vigil within the Deathwatch.
Wargear: Iron Maw: ***Coming Soon***
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