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 Scrag - Arch-Millitant

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Azza
Senpai
Azza


Posts : 219
Join date : 2017-10-21
Age : 38
Location : Belfast, Ireland

Scrag - Arch-Millitant Empty
PostSubject: Scrag - Arch-Millitant   Scrag - Arch-Millitant EmptyTue Oct 24, 2017 4:38 am

Name: Scrag
Career: Arch-Millitant
Home World: Deathword
Birthright: Stubjack
Lure of the Void: Criminal (Judged and Found Wanting (+300xp for Good Craftsmanship)
Trials and Trivials: The Hand of War
Motivation: Endurance
Demeanor: Choleric

Wounds: 12/12
Fate point/s: 2/2
Insanity:
Corruption: 0

WS:49+
BS: 38
S: 50 +
T: 44 +
Agi:37
Int:31
Per:38
WP: 31 +
Fel:26 ++
+Denotes Char gen bonus or minus
*Denotes characteristic advance

Skills:
Awareness
Common Lore (War)
Scholastic Lore(Tactica Imperialis)
Secret Tounge(Millitary)
Speak Language(Low Gothic)
Dodge
Survival
Intimidate+10

Talents:
Jaded
Melee Weapon Training (Primitive)
Quick Draw
Leap Up
Hatred(Orks)
Basic Weapon Training(Universal)
Pistol Weapon Training(Universal)
Melee Weapon Training(Universal)
Thrown Weapon Training(Universal)
Sound Constitution

Traits:
Paranoid: The inherently dangerous conditions of a death
world encourage distrust and doubt. Death worlders tend to
be slow to put their faith in anyone other than themselves and
chafe against the petty strictures of a more complex society.
They suffer a –10 penalty to all Interaction Skill Tests made
in formal surroundings.

Survivor: Simply reaching adulthood is an achievement
for death worlders. Having overcome myriad dangers to
achieve this goal means that a hardened death worlder is less
likely to succumb in the face of new threats. Death worlders
gain a +10 bonus to any test to resist Pinning and Shock.

The Face of the Enemy: You will never willingly have
dealings with your sworn enemy except under the direst
circumstances, and if you must do so, you suffer –10 to all
Fellowship Tests in those dealings. Also, if given the slightest
provocation, you will react violently towards them. (You may
take a Willpower Test to avert this, modified by the provocation
and the consequences of succumbing to your hatred.)

Weapon Master: Choose one (Chain Axe) class of
weapon. The Arch-militant gains a +10% bonus to hit, +2 to
damage, and +2 initiative when using a weapon of his chosen
class in Combat

Gear:
Micro-Bead
Void-Suit
Boltshell keepsake
medkit
manacles
Arms coffer
3 doses of stimm

Weapons:
Bolt Pistol 1
Bolt Pistol 2
Mono Axe
"Blood Maw"(Best Craftsmanship Chain Axe)

Armour:
Enforcer Light Carapace

Implants:
Good Craftmanship Bionic Arm

Experience: 5000/5000
Good Craftsmanship Bionic Arm - 300xp
Strength(Simple)-100
Awareness-100
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