Name: Karsith
Specialty: Weapons Specialist -
BrawlerDemeanor: Reckless
Goals:
1. To reinstate the Karsith family name. After his father's death, the family title became Karsith's only name. He hopes to eventually gain a stable home and children, to restart his dead family and honor his father.
2. Fame. An important part of Karsith's original culture was recognition, and now that his family is completely gone from his homeworld, he desires to rebuild their honor and pride wherever he may settle down.
3. Repayment. Until he's fully repaid his debts to the people in the 7th who've saved his life, Karsith won't allow himself to be separated from them.
WS 46***
BS 30
S 49**
T 33*
Ag 43**
Int 23
Per 33
Wp 30
Fel 19*Denotes upgrade
Wounds (Critical): 12/12 (0)
Fatigue: 0
Fate Points: 1/1
Movement: 4m/8m/12m/24m
Insanity: 5/100
Corruption: 1/100
Mutations: none.
Skills:
Acrobatics (Ag)
Athletics (S)
Awareness (Per)
Charm (Fel)
Command (Fel)
Commerce (Int)
Common Lore (Int)
Deceive (Fel)
Dodge (Ag)
Forbidden Lore (Int)
Inquiry (Fel)
Interrogation (Wp)
Intimidate (Fel)
Linguistics (Int)
- Low GothicLogic (Int)
Medicae (Int)
Navigate (Int)
Operate (Ag)
Parry (WS)
Psyniscience (Per)
Scholastic Lore (Int)
Scrutiny (Per)
Security (Int)
Sleight of Hand (Ag)
Stealth (Ag)
Survival (Per)
Tech-Use (Int)
Trade (Int)
Talents:
Ambidextrous
Berserk Charge
Blade Dancer
Blade Master
Combat Master
Crushing Blow
Die Hard
Frenzy
Rapid Reload
Step Aside
Streetfighting
Sure Strike
Two Weapon Wielder (Melee)
Weapons Training (Las, Low-tech, Chain)
Whirlwind of Death
Traits:
-
Medals:
- "Ork Killers" = All PCs now gain +10 to any intelligence test vs Orks and attack penetration vs Orks gains a +1 bonus.
- Penitence Ribbon = All PCs melee attacks vs. Orks gain Felling (2).
Cybernetics:
- Bionic Left Arm (common quality; +2 Toughness)
Armor:
Imperial Guard Flak Armor (4 All)
Weapons:
Eviscerator, (melee; 2d10+6 R, pen 9; Razor Sharp, RF+1, Tearing, Two-Handed, Unweildy)
Chain Sword,
Good Quality (Melee; 1d10+8 R, pen 2; Tearing, Balanced; +5 WS)**
Chain Sword (Melee; 1d10+8 R, pen 2; Tearing, Balanced)
taken from Krieg NCO he killed**
Mono-Knife,
Best Quality (Melee/Thrown, 12m; 1d5+8, pen 2; +10 WS) **
Triplex Pattern Lasgun (100m; S/3/-; 1d10+3, pen 0; Mag: 30; Rld: Full; Rare, Variable modes*)
Knives (x2; melee/thrown; 12m; 1d5+7 R)**
Frag Grenades (x0; thrown; 12m; 2d10 X, pen 0; blast (3), Ogryn Proof)
Krak Grenades (x0; thrown; 12m; 2d10+4 X, pen 6; Concussive (0))
- Spoiler:
*When fired on standard mode, the weapon uses the stats listed. When fired in Precision-mode, the RoF changes to S/-/-, the range increased to 150m and it gains the Accurate quality. When fired in Blaze-mode** the RoF changes to S/-/-, and the weapon gains Proven (5) and Felling (4).
Gear:
- Injector (x1)**
- Frenzon (x2 doses)**
- Uniform (x1)**
- Small Rucksack**
- Canteen (x1)**
- Dog tags
- Infantryman's Uplifting Primer
Max Carry Weight: 45kg
Max Lifting Weight: 90kg
Max Pushing Weight: 180kg
Aptitudes: Agility, Finesse, General, Offense, Strength, Toughness, Weapon Skill & Willpower.
XP: 375/5,900
XP Expenditure:
Characteristic Advances:
- Agility (simple, 100xp)
- Agility (intermediate, 250xp)
- Weapon Skill (simple, 250xp)
- Weapon Skill (intermediate, 500xp)
- Strength (simple, 250xp)
- Strength (intermediate, 250xp)
- Toughness (simple, 250xp)
Skills:
- Dodge (known, 200xp)
- Parry (known, 200xp)
- Stealth (known, 100xp)
Talents:
- Ambidextrous (100xp)
- Berserk Charge (200xp)
- Blade Dancer (400xp)
- Blade Master (400xp)
- Combat Master (450xp)
- Crushing Blow (400xp)
- Step Aside (600xp)
- Sound Constitution (1) (200xp)
- Sure Strike (200xp)
- Two Weapon Wielder (Melee) (300xp)
- Whirlwind of Death (300xp)
Comrade: A'don
Demeanor: Lucky
Abilities: N/A
Skill: Linguistics (Underworld)
Condition: Healthy
DescriptionAge: 19
Height: 5' 10"
Weight: 70 kilos.
Eyes: Green
Hair: Pale Blonde
Handedness: Ambidextrous (Left-hand preference)
At first glance you'd think him a viking. His head is adorned with long braided blonde hair, the same hair on just about every other part of his body. He has a pair of green eyes on an otherwise average face. He looks comfortable for his height, and though he often stays in a noticeable crouch you'd think him more or less common. His uniform is slowly being covered in more simple remedies as he tries to fix broken straps with fresh leather, clasps with teeth and string, and the like. the most noticeable item about him is a finely crafted chainsword, poorly clasped to the side of a poorly homemade leather belt. Most of the leather about him has an oddly golden sheen, almost like fine silk, that glints as the sun crosses it. The same leather ties the braids in his hair and the clasps around his wrists. If you ask, he would gladly tell you they came from the most grand hunt on his homeworld, and are tokens of his status, not to be taken lightly.
Personality:
The small hunch to Karsith's walk is accented by his constant odd behaviours. he often picks moss off trees to smell or taste it, grinds up grass to put in his recaff, or suddenly goes completely silent. He jumps at the prospect of proving himself, and often runs into battle with an unsettling grin to his face, eager to show his prowess to those that might know him as more than a bastard. The name bastard always puts him into a spiteful rage, quickly followed by the very angered thrashing more akin to a three year old, except with more knives.
Background:
The proud son of a Silken Wolf hunter, Karsith would spend many days watching his father, and learning of his dangerous trade. They would play games of hide and hunt, practices of stealth, or lessons of honoring animals. He was quite happy back then, him and his father were untouchable. But as with all good things, his father came to a very bloody and gruesome end at the hands of his prey. He may rest in a better place, Emperor provides, but he could never keep his son from the years of destructive rampages that were to come. Broken by the death of his father, Karsith could do no more than accept that his father had failed his people, one of the best hunters couldn't live to provide the lifeblood to their small outpost. He would redeem his family name, and decided to go hunting himself. At sixteen, he left for his first expedition. On the first night's rest, Karsith left, and in the morning, the hides of two of the twelve foot beasts hung on handmade racks to dry in the sun, and their meat was cut in a bowl for the rest of the hunters.
The Imperium soon caught wind of his exploits and had him taken up to fight in the Guard. Shortly lived, the man of now eighteen was once erringly called a bastard by one of his late squadmates. The Guard would've executed him there had he not destroyed the opposing heretic camp that same night in the continuing storm of rage. Now he has nothing more than a fancy chainsword, tasked with bearing a sentence of agonizing irony.