Adeptus Astartes RP character sheets
- Deepcrush
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Adeptus Astartes RP character sheets
Please post your characters here. This will make it easier for Tyyr to review and revise our characters.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Adeptus Astartes RP character sheets
Still need to decide an age and a bits of his background.
Name: Bjor
Homeworld: Fenris
Career: Space Marine
Rank: Spirit Hunter
Gender: Male
Build: Lean (2.35m/145Kg)
Age: 105
Skin: Pale
Eyes: Yellow
Quirk: Mark of the Wulfen (body covered in gray wolf like fur. Canines grown into long fangs. Eyes tinted yellow and reflective like a wolves.)
WS: 54
BS: 51
S: 51
T: 44
Ag: 43
Int: 40
Per: 48
WP: 37
Fel: 37
Divination: The wise man learns from the death of others. (+3 Int)
Wounds: 17
Fate Points: 2
Insanity Points: 16
Corruption Points:
Traits: Canis Helix, Secondary Heart, Ossmodula, Biscopea, Haemastamen,Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher's Gland, Progenoids
Implants Grant:
Secondary Heart: Die Hard, Resistance: Low Oxygen
Ossmodula: Size Increase +1
Biscopea: Unnatural Strength, Unnatural Toughness
Haemastamen: +1 healing of damage to Autosanguine
Larraman's Organ: Autosanguine
Catalepsean Node: Light Sleeper
Preomnor: Resistance: Poisons
Omophagea:Learning by eating
Multi-lung: +5 Resistance: Poisons
Occulobe: Shadow Vision
Lyman's Ear: Heightened Senses: Hearing
Sus-an Membrane: Suspended Animation
Melanochrome: Resistance: Radiation
Oolitic Kidney: +5 Resistance: Poisons
Neuroglottis: Detect Poisons
Mucranoid: Resistance: Heat and Cold
Betcher's Gland: Spit Acid
Progenoids: Harvested
Black Carapace: Enables advanced life support, targeting, communication, and internal medic functions of Power Armour.
Basic Skills: Speak Language (Fenrisian), Speak Language (Low Gothic), Common Lore (Imperium), Navigation (Ground), Awareness, Awareness +10, Carouse, Swim, Silent Move, Concealment, Climb
Advanced Skills: Forbidden Lore (Xenos), Survival, Common Lore (Chapter History), Tracking, Chem-Use, Trade (Apothecary), Tech-Use (Apothecary Tools), Forbidden Lore (Gene-Seed), Forbidden Lore (Mutants), Forbidden Lore (Space Marine Anatomy), Forbidden Lore (Warp), Medicae, Scholastic Lore (Gene-Seed), Scholastic Lore (Space Marine Anatomy), Scholastic Lore (Human Anatomy), Scholastic Lore (Chymistry), Scholastic Lore (Pharmacology), Pistol Training (Plasma)
Talents: Melee Weapons Training (Primitive), Pistol Training (Primitive), Pistol Weapon Training (Bolt), Chem Geld, Melee Weapon Training (Chain), Ambidextrous, Pistol Training (Plasma), Marksmen, Jaded, Crushing Blow (+2 damage in Melee)
Gear: Power Armour (Head 10, Body 12, Arms 11, Legs 11) Grants:
-+20 Strength
-Dark Light Vision: Allows the Space Marine to see in total darkness up to 50m and follows the rules for the trait of the same name.
-Hearing Auspex: Allows the Space Marine to hear up to 50m radius and follows the rules for Heightened Senses (Hearing).
-Sight Auspex: Allows the Space Marine to zoom in onto targets 300m away and fire without penalty. It follows the rules for Telescopic Sight.
-Enhanced Communications Gear: Allows a Space Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land distances of 2 kilometers.
-Targeting Auspex: Functions identically to a Red-Dot Laser Sight.
-Sealed Environment: The suit is sealed completely and allows a Space Marine to survive in a vacuum.
-Advanced Life Support: The suit contains the equipment to produce a breathable atmosphere for up to 5 days.
-Recoil Gloves: As per the rules for the equipment of the same name in the Dark Heresy rulebook.
-HUD Tactical Map: The helmet contains the ability to project a tactical map into the visor to give a Space Marine combat awareness of the surrounding area. This helps them coordinate their attacks by showing the position of every squad member in power armour, as well as their life sign status. The map is downloaded via the communications gear from orbiting satellites or pre-downloaded before the mission begins. Grants a +1 bonus to Initiative.
-Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It also can seal injuries by applying foam bandages to the injured area to stop blood loss. It has a Medicae and Chem-Use skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has malfunctioned and no further rolls can be made until the suit is repaired. The equipment always tests at routine.
Narthecium/Reductor (8 doses Stimm, +20 to Medicae)
3 x Synth-Skin, 3 x Cast Spray, 3 x Field Dressings, 2 x Rainbow, 3 x Counterseptics
Weapons: Plasma Pistol w/10 mags (50m S/-/- 3D10+5E 5 Pen 8r 2 Full Overheats)
Chain Axe (Melee 1D10+8R 5 Pen Tearing)
2 x Frag (SBx3 3D10+5X 2 Pen Blast (6))
2 x Smoke (SBx3 Smoke)
XP:
Starting: 7000
Earned:
Spent: 6975
Remaining: 25
Purchases:
Activate Secondary Heart (25)
Activate Ossmodula (25)
Activate Biscopea (25)
Activate Haemastamen (25)
Activate Larraman's Organ (25)
Activate Catalepsean Node (25)
Activate Preomnor (25)
Activate Omophagea (25)
Activate Multi-lung (25)
Activate Occulobe (25)
Activate Lyman's Ear (25)
Activate Sus-an Membrane (25)
Activate Melanochrome (25)
Activate Oolitic Kidney (25)
Activate Neuroglottis (25)
Activate Mucranoid (25)
Activate Betcher's Gland (25)
Activate Progenoids (25)
Activate Black Carapace (25)
Pistol Weapon Training (Bolt) (100)
Chem Geld (100)
Sound Constitution†x 7 (1200)
Swim (100)
Survival (100)
Common Lore (Chapter History) (100)
Silent Move (100)
Concealment (100)
Climb (100)
Awareness +10 (100)
Melee Weapon Training (Chain) (100)
Tracking (100)
Chem-Use, +10, +20 (300)
Trade (Apothecary) (100)
Tech-Use (Apothecary Tools), +10, +20 (500)
Ambidextrous (100)
Forbidden Lore (Gene-Seed), +10, +20 (400)
Forbidden Lore (Space Marine Anatomy), +10< +20 (300)
Medicae, +10, +20 (300)
Scholastic Lore (Gene-Seed), +10, +20 (300)
Scholastic Lore (Space Marine Anatomy), +10, +20 (300)
Scholastic Lore (Human Anatomy), +10, +20 (300)
Scholastic Lore, +10, +20 (Chymistry) (400)
Scholastic Lore (Pharmacology), +10, +20 (300)
Pistol Training (Plasma) (100)
Marksmen (200)
W/S Advance (Simple) (Intermediate) (350)
B/s Advance (Simple) (Intermediate) (350)
S Advance (Simple) (100)
T Advance (Simple (100)
Forbidden Lore (Xenos) (100)
Jaded (100)
Crushing Blow (100)
Bjor was recruited by the Wolf Priests of his Chapter in the manner of all their kin: from battle. He fell after slaying a Great White Bear that had attacked his tribes settlement with it's mate. After surviving the trials all Chapter aspirants must endure, he was inducted into the Chapter as a Blood Claw and served in Brian Redmaw's Great Company before being selected to train as an Apothecary as his medical inclinations were revealed over several campaigns.
At 105 most of the members of his Blood Claw pack have been killed, the one remaining member serving as a Wolf Scout within the very Deathwatch Company that he now serves with.
Name: Bjor
Homeworld: Fenris
Career: Space Marine
Rank: Spirit Hunter
Gender: Male
Build: Lean (2.35m/145Kg)
Age: 105
Skin: Pale
Eyes: Yellow
Quirk: Mark of the Wulfen (body covered in gray wolf like fur. Canines grown into long fangs. Eyes tinted yellow and reflective like a wolves.)
WS: 54
BS: 51
S: 51
T: 44
Ag: 43
Int: 40
Per: 48
WP: 37
Fel: 37
Divination: The wise man learns from the death of others. (+3 Int)
Wounds: 17
Fate Points: 2
Insanity Points: 16
Corruption Points:
Traits: Canis Helix, Secondary Heart, Ossmodula, Biscopea, Haemastamen,Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher's Gland, Progenoids
Implants Grant:
Secondary Heart: Die Hard, Resistance: Low Oxygen
Ossmodula: Size Increase +1
Biscopea: Unnatural Strength, Unnatural Toughness
Haemastamen: +1 healing of damage to Autosanguine
Larraman's Organ: Autosanguine
Catalepsean Node: Light Sleeper
Preomnor: Resistance: Poisons
Omophagea:Learning by eating
Multi-lung: +5 Resistance: Poisons
Occulobe: Shadow Vision
Lyman's Ear: Heightened Senses: Hearing
Sus-an Membrane: Suspended Animation
Melanochrome: Resistance: Radiation
Oolitic Kidney: +5 Resistance: Poisons
Neuroglottis: Detect Poisons
Mucranoid: Resistance: Heat and Cold
Betcher's Gland: Spit Acid
Progenoids: Harvested
Black Carapace: Enables advanced life support, targeting, communication, and internal medic functions of Power Armour.
Basic Skills: Speak Language (Fenrisian), Speak Language (Low Gothic), Common Lore (Imperium), Navigation (Ground), Awareness, Awareness +10, Carouse, Swim, Silent Move, Concealment, Climb
Advanced Skills: Forbidden Lore (Xenos), Survival, Common Lore (Chapter History), Tracking, Chem-Use, Trade (Apothecary), Tech-Use (Apothecary Tools), Forbidden Lore (Gene-Seed), Forbidden Lore (Mutants), Forbidden Lore (Space Marine Anatomy), Forbidden Lore (Warp), Medicae, Scholastic Lore (Gene-Seed), Scholastic Lore (Space Marine Anatomy), Scholastic Lore (Human Anatomy), Scholastic Lore (Chymistry), Scholastic Lore (Pharmacology), Pistol Training (Plasma)
Talents: Melee Weapons Training (Primitive), Pistol Training (Primitive), Pistol Weapon Training (Bolt), Chem Geld, Melee Weapon Training (Chain), Ambidextrous, Pistol Training (Plasma), Marksmen, Jaded, Crushing Blow (+2 damage in Melee)
Gear: Power Armour (Head 10, Body 12, Arms 11, Legs 11) Grants:
-+20 Strength
-Dark Light Vision: Allows the Space Marine to see in total darkness up to 50m and follows the rules for the trait of the same name.
-Hearing Auspex: Allows the Space Marine to hear up to 50m radius and follows the rules for Heightened Senses (Hearing).
-Sight Auspex: Allows the Space Marine to zoom in onto targets 300m away and fire without penalty. It follows the rules for Telescopic Sight.
-Enhanced Communications Gear: Allows a Space Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land distances of 2 kilometers.
-Targeting Auspex: Functions identically to a Red-Dot Laser Sight.
-Sealed Environment: The suit is sealed completely and allows a Space Marine to survive in a vacuum.
-Advanced Life Support: The suit contains the equipment to produce a breathable atmosphere for up to 5 days.
-Recoil Gloves: As per the rules for the equipment of the same name in the Dark Heresy rulebook.
-HUD Tactical Map: The helmet contains the ability to project a tactical map into the visor to give a Space Marine combat awareness of the surrounding area. This helps them coordinate their attacks by showing the position of every squad member in power armour, as well as their life sign status. The map is downloaded via the communications gear from orbiting satellites or pre-downloaded before the mission begins. Grants a +1 bonus to Initiative.
-Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It also can seal injuries by applying foam bandages to the injured area to stop blood loss. It has a Medicae and Chem-Use skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has malfunctioned and no further rolls can be made until the suit is repaired. The equipment always tests at routine.
Narthecium/Reductor (8 doses Stimm, +20 to Medicae)
3 x Synth-Skin, 3 x Cast Spray, 3 x Field Dressings, 2 x Rainbow, 3 x Counterseptics
Weapons: Plasma Pistol w/10 mags (50m S/-/- 3D10+5E 5 Pen 8r 2 Full Overheats)
Chain Axe (Melee 1D10+8R 5 Pen Tearing)
2 x Frag (SBx3 3D10+5X 2 Pen Blast (6))
2 x Smoke (SBx3 Smoke)
XP:
Starting: 7000
Earned:
Spent: 6975
Remaining: 25
Purchases:
Activate Secondary Heart (25)
Activate Ossmodula (25)
Activate Biscopea (25)
Activate Haemastamen (25)
Activate Larraman's Organ (25)
Activate Catalepsean Node (25)
Activate Preomnor (25)
Activate Omophagea (25)
Activate Multi-lung (25)
Activate Occulobe (25)
Activate Lyman's Ear (25)
Activate Sus-an Membrane (25)
Activate Melanochrome (25)
Activate Oolitic Kidney (25)
Activate Neuroglottis (25)
Activate Mucranoid (25)
Activate Betcher's Gland (25)
Activate Progenoids (25)
Activate Black Carapace (25)
Pistol Weapon Training (Bolt) (100)
Chem Geld (100)
Sound Constitution†x 7 (1200)
Swim (100)
Survival (100)
Common Lore (Chapter History) (100)
Silent Move (100)
Concealment (100)
Climb (100)
Awareness +10 (100)
Melee Weapon Training (Chain) (100)
Tracking (100)
Chem-Use, +10, +20 (300)
Trade (Apothecary) (100)
Tech-Use (Apothecary Tools), +10, +20 (500)
Ambidextrous (100)
Forbidden Lore (Gene-Seed), +10, +20 (400)
Forbidden Lore (Space Marine Anatomy), +10< +20 (300)
Medicae, +10, +20 (300)
Scholastic Lore (Gene-Seed), +10, +20 (300)
Scholastic Lore (Space Marine Anatomy), +10, +20 (300)
Scholastic Lore (Human Anatomy), +10, +20 (300)
Scholastic Lore, +10, +20 (Chymistry) (400)
Scholastic Lore (Pharmacology), +10, +20 (300)
Pistol Training (Plasma) (100)
Marksmen (200)
W/S Advance (Simple) (Intermediate) (350)
B/s Advance (Simple) (Intermediate) (350)
S Advance (Simple) (100)
T Advance (Simple (100)
Forbidden Lore (Xenos) (100)
Jaded (100)
Crushing Blow (100)
Bjor was recruited by the Wolf Priests of his Chapter in the manner of all their kin: from battle. He fell after slaying a Great White Bear that had attacked his tribes settlement with it's mate. After surviving the trials all Chapter aspirants must endure, he was inducted into the Chapter as a Blood Claw and served in Brian Redmaw's Great Company before being selected to train as an Apothecary as his medical inclinations were revealed over several campaigns.
At 105 most of the members of his Blood Claw pack have been killed, the one remaining member serving as a Wolf Scout within the very Deathwatch Company that he now serves with.
Last edited by Aaron on Sat Oct 31, 2009 7:31 am, edited 10 times in total.
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- Location: Jeri Ryan's Dressing Room, Shhhhh
Re: Adeptus Astartes RP character sheets
Mithras
General Info
Name: Mithras
Homeworld: Hive World
Career Path: Space Marine
Chapter: Iron Dragons
Rank: Devastator Marine
Gender: Male
Age: 41
Build: Brawny
Height: 259 cm
Weight: 166 kg
Skin Color: Tan
Hair Color: Gray
Eye Color: Green
Divination: The gun is mightier than the sword. (+3 BS)
Quirk: Tattoo'd Skull
Characteristics
Weapon Skill (WS) .... 50
Ballistic Skill (BS) ...... 61
Strength (Str) .......... 50 (10)
Toughness (T) ......... 52 (10)
Agility (Ag) ............. 46
Intelligence (Int) ....... 33
Perception (Per) ....... 38
Willpower (WP) ........ 40
Fellowship (Fel) ........ 41
Wounds ......... 19
Injuries .......... 0
Fatigue .......... 0
Fate Points ...... 3
Thrones .......... 0
Movement(Meters per round)
Half ...... 4
Full ....... 8
Charge ... 12
Run ...... 24
Armor and Toughness
Head: 10 + 10 = 20
Body: 12 + 10 = 22
Arms: 11 + 10 = 21
Legs: 11 + 10 = 21
Gear
Item ......................... Location ...................... Qualities
Heavy Bolter .................... Carried ....................... Heavy 200m -/3/10 2d10+10X 6Pen 400r 3 Full
1 Extra Ammo Case (400r) ........ Back
Plasma Gun ...................... Back .......................... Basic 150m S/3/- 3d10+10E 7Pen 20r 2Full, Overheats
10 Plasma Casks (1 Loaded) ...... Back
Chain Sword ..................... Belt .......................... Melee 1d10+5R 3Pen Balanced, Tearing
Combat Shield ................... Back, Left Arm ................ Shield, 2AP
Mk VIII Power Armor ............. Worn (Head, Chest, Limbs) ..... 10,12,11 AP
Chapter Robes ................... Worn (Chest)
2 Frag Grenades ................. Belt .......................... Thrown SBx3 3d10+5X 2Pen Blast(6)
2 Krak Grenades ................. Belt .......................... Thrown SBx3 2d10+10E 10Pen
1 Smoke Grenades ................ Belt .......................... Thrown SBx3 Smoke
1 Inferno Grenades .............. Belt .......................... Thrown SBx3 3d10E 6Pen Blast(5), Fire
XP
Total Received 7,000
Total Spent 7,000
Remaining 0
Talents
Heavy Weapon Training (Bolt)
Heavy Weapon Training (Launcher)
Basic Weapon Training (Bolt)
Basic Weapon Training (Flame)
Basic Weapon Training (Melta)
Basic Weapon Training (Plasma)
Basic Weapon Training (Launcher)
Basic Weapon Training (SP)
Pistol Weapon Training (SP)
Melee Weapon Training (Chain)
Melee Weapon Training (Primative)
Deadeye Shot
Rapid Reload
Lightning Reflexes
Rapid Reaction
Crack Shot
Unshakeable Faith
Independent Targeting
Hip Shooting
Quick Draw
Bulging Biceps
Sound Constitution x6
Die Hard
Autosanguine +1
Light Sleeper
Spit Acid
Resistance (Low Oxygen)
Resistance (Poisons) +10
Resistance (Radiation)
Resistance (Heat and Cold)
Basic Skills
Awareness +20 (Per)
Carouse (T)
Dodge +20 (Ag)
Climb (S)
Swim +10 (S)
Silent Move (Ag)
Advanced Skills
Suspended Animation (T)
Navigation (Ground) (I)
Survival +10 (I)
Drive (Ground Vehicles) (Ag)
Literacy (I)
Concealment +10 (Ag)
Lore (Int)
Common Lore (Imperium)
Common Lore (Imperial Creed)
Common Lore (Chapter History)
Common Lore (War)
Forbidden Lore (Chapter History)
Forbidden Lore (Xenos) +20
Forbidden Lore (Warp)
Scholastic Lore (Sensors)
Languages (Int)
Low Gothic
High Gothic
Astartes Sign
Astartes War Cant
Traits
Size Increase +1
Unnatural Strength
Unnatural Toughness
Learning by Eating
Shadow Vision
Heightend Senses (Hearing)
Armor Bonuses
Dark Light Vision
Sight Auspex
Hearing Auspex
Enhanced Comms
Red-Dot Laser Sight
Sealed Environment
Advanced Life Support
Recoil Gloves
HUD Tactical Map
Internal Medicae Functions
Strength +20 (No US bonus)
Space Marine Implants
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larraman's Organ
Catalapsean Node
Preomnor
Omophagea
Multi-Lung
Occulobe
Lyman's Ear
Melanochrome
Oolitic Kidney
Betcher's Gland
Mucranoid
Progenoids
Black Carapace
Background
Mithras started his life as a hive ganger. He was selected at an early by the Iron Dragons for induction. During his time as a scout he aquitted himself well and earned advancement to full marine. For the last ten years Mithras has served in a Devastator squad making use of a heavy bolter. When the call came to select a trooper for the Deathwatch Mithras was forwarded both for his skill as a soldier and for his knowledge of their enemies.
General Info
Name: Mithras
Homeworld: Hive World
Career Path: Space Marine
Chapter: Iron Dragons
Rank: Devastator Marine
Gender: Male
Age: 41
Build: Brawny
Height: 259 cm
Weight: 166 kg
Skin Color: Tan
Hair Color: Gray
Eye Color: Green
Divination: The gun is mightier than the sword. (+3 BS)
Quirk: Tattoo'd Skull
Characteristics
Weapon Skill (WS) .... 50
Ballistic Skill (BS) ...... 61
Strength (Str) .......... 50 (10)
Toughness (T) ......... 52 (10)
Agility (Ag) ............. 46
Intelligence (Int) ....... 33
Perception (Per) ....... 38
Willpower (WP) ........ 40
Fellowship (Fel) ........ 41
Wounds ......... 19
Injuries .......... 0
Fatigue .......... 0
Fate Points ...... 3
Thrones .......... 0
Movement(Meters per round)
Half ...... 4
Full ....... 8
Charge ... 12
Run ...... 24
Armor and Toughness
Head: 10 + 10 = 20
Body: 12 + 10 = 22
Arms: 11 + 10 = 21
Legs: 11 + 10 = 21
Gear
Item ......................... Location ...................... Qualities
Heavy Bolter .................... Carried ....................... Heavy 200m -/3/10 2d10+10X 6Pen 400r 3 Full
1 Extra Ammo Case (400r) ........ Back
Plasma Gun ...................... Back .......................... Basic 150m S/3/- 3d10+10E 7Pen 20r 2Full, Overheats
10 Plasma Casks (1 Loaded) ...... Back
Chain Sword ..................... Belt .......................... Melee 1d10+5R 3Pen Balanced, Tearing
Combat Shield ................... Back, Left Arm ................ Shield, 2AP
Mk VIII Power Armor ............. Worn (Head, Chest, Limbs) ..... 10,12,11 AP
Chapter Robes ................... Worn (Chest)
2 Frag Grenades ................. Belt .......................... Thrown SBx3 3d10+5X 2Pen Blast(6)
2 Krak Grenades ................. Belt .......................... Thrown SBx3 2d10+10E 10Pen
1 Smoke Grenades ................ Belt .......................... Thrown SBx3 Smoke
1 Inferno Grenades .............. Belt .......................... Thrown SBx3 3d10E 6Pen Blast(5), Fire
XP
Total Received 7,000
Total Spent 7,000
Remaining 0
Talents
Heavy Weapon Training (Bolt)
Heavy Weapon Training (Launcher)
Basic Weapon Training (Bolt)
Basic Weapon Training (Flame)
Basic Weapon Training (Melta)
Basic Weapon Training (Plasma)
Basic Weapon Training (Launcher)
Basic Weapon Training (SP)
Pistol Weapon Training (SP)
Melee Weapon Training (Chain)
Melee Weapon Training (Primative)
Deadeye Shot
Rapid Reload
Lightning Reflexes
Rapid Reaction
Crack Shot
Unshakeable Faith
Independent Targeting
Hip Shooting
Quick Draw
Bulging Biceps
Sound Constitution x6
Die Hard
Autosanguine +1
Light Sleeper
Spit Acid
Resistance (Low Oxygen)
Resistance (Poisons) +10
Resistance (Radiation)
Resistance (Heat and Cold)
Basic Skills
Awareness +20 (Per)
Carouse (T)
Dodge +20 (Ag)
Climb (S)
Swim +10 (S)
Silent Move (Ag)
Advanced Skills
Suspended Animation (T)
Navigation (Ground) (I)
Survival +10 (I)
Drive (Ground Vehicles) (Ag)
Literacy (I)
Concealment +10 (Ag)
Lore (Int)
Common Lore (Imperium)
Common Lore (Imperial Creed)
Common Lore (Chapter History)
Common Lore (War)
Forbidden Lore (Chapter History)
Forbidden Lore (Xenos) +20
Forbidden Lore (Warp)
Scholastic Lore (Sensors)
Languages (Int)
Low Gothic
High Gothic
Astartes Sign
Astartes War Cant
Traits
Size Increase +1
Unnatural Strength
Unnatural Toughness
Learning by Eating
Shadow Vision
Heightend Senses (Hearing)
Armor Bonuses
Dark Light Vision
Sight Auspex
Hearing Auspex
Enhanced Comms
Red-Dot Laser Sight
Sealed Environment
Advanced Life Support
Recoil Gloves
HUD Tactical Map
Internal Medicae Functions
Strength +20 (No US bonus)
Space Marine Implants
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larraman's Organ
Catalapsean Node
Preomnor
Omophagea
Multi-Lung
Occulobe
Lyman's Ear
Melanochrome
Oolitic Kidney
Betcher's Gland
Mucranoid
Progenoids
Black Carapace
Background
Mithras started his life as a hive ganger. He was selected at an early by the Iron Dragons for induction. During his time as a scout he aquitted himself well and earned advancement to full marine. For the last ten years Mithras has served in a Devastator squad making use of a heavy bolter. When the call came to select a trooper for the Deathwatch Mithras was forwarded both for his skill as a soldier and for his knowledge of their enemies.
Last edited by Tyyr on Fri Oct 30, 2009 9:21 pm, edited 2 times in total.
- Deepcrush
- 4 Star Admiral
- Posts: 18917
- Joined: Thu Sep 06, 2007 8:15 pm
- Location: Arnold, Maryland, USA
Re: Adeptus Astartes RP character sheets
Cyrus Sully
Ultramarines Chapter
Homeworld : Imperial
Career Path : Adeptus Astartes
Rank : Devastator Marine
Gender : Male
Age : 32
Build : Stock 2.4m (7'9) / 185kg (407 lbs) (I'm fat?)
Divination : 66 / Be a boon to your brothers +3 fellowship
Quirk : 46 / Aquila Tattoo (chest, arms and back)
Characteristics
WS - 44 (54)
BS - 52
Str - 51 Unnatural Strength + 2(0) Power Armor = 12(1)
Tgh - 42 (52) Unnatural Toughness
Agl - 47
Int - 41
Per - 45
WP - 40
Fel - 41 + 3 (44)
HP 23/23
Fate 1/1
Movement 4/8/12/24
Experience
Earned = 7,000
Stock = 25
Used = 6975
Toughness & Armor
Head - 5*2 (10) / 10
L arm - 5*2 (10) / 11
R arm - 5*2 (10) / 11
Torso - 5*2 (10) / 12
L leg - 5*2 (10) / 11
R leg - 5*2 (10) / 11
Gear -
Astartes Power Armor MK VII - Dark Light Vision, Hearing Auspex, Enhanced Communications Gear, Red-Dot Laser
Sight, Sealed Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map, Internal Medicae Functions, and Strength +20.
Astartes Heavy Bolter - 200m (-/3/10) Damage (2d10+5X) / Pen6 / Clip 400 / Reload 3 Full (two handed)
Combat Shield - AP 2 all (power field, parry)
Great Sword - (2d10 + S(B)) Pen 2 =This weapon is a melee attachment to the Heavy Bolter=
Astartes Grenade Launcher - 90m (S/-/-) Damage (Special) / Pen* / Clip 6 / Reload 1 Full
Frag Grenades *4* - Thrown SB*3 - Damage 3d10+5 / Pen 2 / blast 6
Krak Grenades *2* - Thrown SB*3 - Damage 3d10+10 / Pen 10 / Directed Charge
Ammunition
Two mags (Astartes Heavy Bolter) 400/400 & 400/400
Two mags (Astartes Grenade Launcher FRAG) 6/6 & 6/6
One mag (Astartes Grenade Launcher KRAK) 6/6
Traits - 700
Toughness +10 (Simple & Inter) 350
Weapon Skill + 10 (Simple & Inter) 350
Unnatural Strength
Unnatural Toughness
Skills - 1500
Low Gothic, Common Lore, Navigation (ground), Carouse, Awareness, +10 (100), +20 (100), Concealment (100), +10 (100), +20 (100), Climb (100), +10 (100), +20 (100), Dodge (100), +10 (100), +20 (100), Silent Move (100), +10 (100), +20 (100), Acrobatics (100),
Talents - 4300
Weapon Training (primitive), Pistol (las), Basic (las), Pistol (Bolt 100), Basic (Bolt 100), Heavy Weapon (bolt 100), Heavy Weapon (launcher 100), Basic (launcher 100), Basic (flame 100), Basic (melta 100), Basic (plasma 100), Dead Eye Shot (100), Rapid Reload (100), Two Weapon Wielder (200), Rapid Reaction (200), Lightning Reflexes (100), Combat Master (100), Crack Shot (100), Resistance (Fear 100), Unshakeable Faith (100), Sound Constitution *11 (2100), Bulging Biceps (100), Hip Shooting (100), Quick Draw (200)
Organs - 475
Activate Secondary Heart (25) Activate Ossmodula (25) Activate Biscopea (25) Activate Haemastamen (25) Activate Larraman's Organ (25) Activate Catalepsean Node (25) Activate Preomnor (25) Activate Omophagea (25) Activate Multi-lung (25) Activate Occulobe (25) Activate Lyman's Ear (25) Activate Sus-an Membrane (25) Activate Melanochrome (25) Activate Oolitic Kidney (25) Activate Neuroglottis (25) Activate Mucranoid (25) Activate Betcher's Gland (25) Activate Progenoids (25) Activate Black Carapace (25)
Bio
Cyrus Sully, Ultramarines, 3rd Company. A walking tank, and about as bright as a lump of metal. Where most Ultramarines pride themselves on knowledge, 3rd Company threw a party the day Cyrus passed his first reading test. Even with this canyon between Cyrus and the standard Ultramarine. He proved himself time and again as a well drawn warrior. Fearless in battle, though through devotion or stupidity is hard to tell. Loyal to his chapter and to the Emperor, not that he ever questioned either. Often enough he is compared to being a short Ogryn, though this has turned into a friendly joke among his company. Now taken as the younger bother, he has fallen under the grace of Captain Mikael Fabian of the third company. Capt Fabian uses Cyrus as one of his personal guards in battle. Cyrus' ability to run at full speed, though be it a bit slower then most due to his bulk, and still fire a class heavy weapon with ease impressed the 3rd Company's CO. When asked about why he like Cyrus Sully so much, Capt Fabian responded only "He's an Ogryn in power armor who can aim... That doesn't scare you?"
Outside of his chapter duties. Cyrus has taken a liking to reading, though mostly picture based works. Metal working, he likes to bend metal into funny shapes. Once was even the bolter of another Marine who picked on him and this was only after he beat down the Marine and the rest of his five man squad. The most resent is drawing, which is helpful for battle field reports since Cyrus can't write or spell.
Ultramarines Chapter
Homeworld : Imperial
Career Path : Adeptus Astartes
Rank : Devastator Marine
Gender : Male
Age : 32
Build : Stock 2.4m (7'9) / 185kg (407 lbs) (I'm fat?)
Divination : 66 / Be a boon to your brothers +3 fellowship
Quirk : 46 / Aquila Tattoo (chest, arms and back)
Characteristics
WS - 44 (54)
BS - 52
Str - 51 Unnatural Strength + 2(0) Power Armor = 12(1)
Tgh - 42 (52) Unnatural Toughness
Agl - 47
Int - 41
Per - 45
WP - 40
Fel - 41 + 3 (44)
HP 23/23
Fate 1/1
Movement 4/8/12/24
Experience
Earned = 7,000
Stock = 25
Used = 6975
Toughness & Armor
Head - 5*2 (10) / 10
L arm - 5*2 (10) / 11
R arm - 5*2 (10) / 11
Torso - 5*2 (10) / 12
L leg - 5*2 (10) / 11
R leg - 5*2 (10) / 11
Gear -
Astartes Power Armor MK VII - Dark Light Vision, Hearing Auspex, Enhanced Communications Gear, Red-Dot Laser
Sight, Sealed Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map, Internal Medicae Functions, and Strength +20.
Astartes Heavy Bolter - 200m (-/3/10) Damage (2d10+5X) / Pen6 / Clip 400 / Reload 3 Full (two handed)
Combat Shield - AP 2 all (power field, parry)
Great Sword - (2d10 + S(B)) Pen 2 =This weapon is a melee attachment to the Heavy Bolter=
Astartes Grenade Launcher - 90m (S/-/-) Damage (Special) / Pen* / Clip 6 / Reload 1 Full
Frag Grenades *4* - Thrown SB*3 - Damage 3d10+5 / Pen 2 / blast 6
Krak Grenades *2* - Thrown SB*3 - Damage 3d10+10 / Pen 10 / Directed Charge
Ammunition
Two mags (Astartes Heavy Bolter) 400/400 & 400/400
Two mags (Astartes Grenade Launcher FRAG) 6/6 & 6/6
One mag (Astartes Grenade Launcher KRAK) 6/6
Traits - 700
Toughness +10 (Simple & Inter) 350
Weapon Skill + 10 (Simple & Inter) 350
Unnatural Strength
Unnatural Toughness
Skills - 1500
Low Gothic, Common Lore, Navigation (ground), Carouse, Awareness, +10 (100), +20 (100), Concealment (100), +10 (100), +20 (100), Climb (100), +10 (100), +20 (100), Dodge (100), +10 (100), +20 (100), Silent Move (100), +10 (100), +20 (100), Acrobatics (100),
Talents - 4300
Weapon Training (primitive), Pistol (las), Basic (las), Pistol (Bolt 100), Basic (Bolt 100), Heavy Weapon (bolt 100), Heavy Weapon (launcher 100), Basic (launcher 100), Basic (flame 100), Basic (melta 100), Basic (plasma 100), Dead Eye Shot (100), Rapid Reload (100), Two Weapon Wielder (200), Rapid Reaction (200), Lightning Reflexes (100), Combat Master (100), Crack Shot (100), Resistance (Fear 100), Unshakeable Faith (100), Sound Constitution *11 (2100), Bulging Biceps (100), Hip Shooting (100), Quick Draw (200)
Organs - 475
Activate Secondary Heart (25) Activate Ossmodula (25) Activate Biscopea (25) Activate Haemastamen (25) Activate Larraman's Organ (25) Activate Catalepsean Node (25) Activate Preomnor (25) Activate Omophagea (25) Activate Multi-lung (25) Activate Occulobe (25) Activate Lyman's Ear (25) Activate Sus-an Membrane (25) Activate Melanochrome (25) Activate Oolitic Kidney (25) Activate Neuroglottis (25) Activate Mucranoid (25) Activate Betcher's Gland (25) Activate Progenoids (25) Activate Black Carapace (25)
Bio
Cyrus Sully, Ultramarines, 3rd Company. A walking tank, and about as bright as a lump of metal. Where most Ultramarines pride themselves on knowledge, 3rd Company threw a party the day Cyrus passed his first reading test. Even with this canyon between Cyrus and the standard Ultramarine. He proved himself time and again as a well drawn warrior. Fearless in battle, though through devotion or stupidity is hard to tell. Loyal to his chapter and to the Emperor, not that he ever questioned either. Often enough he is compared to being a short Ogryn, though this has turned into a friendly joke among his company. Now taken as the younger bother, he has fallen under the grace of Captain Mikael Fabian of the third company. Capt Fabian uses Cyrus as one of his personal guards in battle. Cyrus' ability to run at full speed, though be it a bit slower then most due to his bulk, and still fire a class heavy weapon with ease impressed the 3rd Company's CO. When asked about why he like Cyrus Sully so much, Capt Fabian responded only "He's an Ogryn in power armor who can aim... That doesn't scare you?"
Outside of his chapter duties. Cyrus has taken a liking to reading, though mostly picture based works. Metal working, he likes to bend metal into funny shapes. Once was even the bolter of another Marine who picked on him and this was only after he beat down the Marine and the rest of his five man squad. The most resent is drawing, which is helpful for battle field reports since Cyrus can't write or spell.
Last edited by Deepcrush on Wed Nov 04, 2009 5:07 am, edited 12 times in total.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
- Lighthawk
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Re: Adeptus Astartes RP character sheets
Khan
Build: Fit, 2.35m, 155 kg
Age: 230
Skin: Black
Hair: Black
Eyes: Red
Quirk: Aquila Tattoo
Birth Planet: Nocturne
Divination: "Thought begets Heresy; Heresy begets Retribution" +3 Strength
Career Path: Space Marine
Rank: Librarium Militant
Chapter: Salamanders
Insanity Points: 2
Corruption Points: 2
Fate Points: 2/2
Characteristics
WS: 56
BS: 54
S: 54(10)+20(2)=(12)
T: 55(10)
Ag: 54(5)
Int: 40(4)
Per: 50(5)
WP: 55(5)
Fel: 45(4)
Traits
-5 to Forbidden Lore tests
+3 WP
Detect Poisons
Hulking Size
Learning by Eating
Power Armor Interface
Shadow Vision
Spit Acid
Suspended Animation
Unnatural Strength
Unnatural Toughness
Basic Skills
Common Lore (Imperial Creed)
Common Lore (War)
Literacy
Speak (High Gothic)
Advanced Skills
Awareness
Carouse +10
Common Lore (Imperium)
Dodge +20
Inquiry +20
Invocation
Navigation (Ground) +10
Speak (Low Gothic)
Tech-use +10
Talents
Autosanguine +1: Always considered Lightly wounded for purposes of healing, heal 3 wounds per day
Basic Weapon Training (Las)
Die Hard: Roll 2x to avoid death by Blood loss
Discipline Focus: +2 to Power rolls to manifest Biomancy powers
Heavy Weapon Training (Melta)
Heightened Senses (Hearing)
Light Sleeper: Always treated as if awake for awareness tests or being surprised
Melee Weapon Training (Primitive)
Pistol Weapon Training (Las)
Power Well x2: +2 to Power rolls.
Quick Draw
Psy Rating 3: 3d+WP bonus to manifest powers
Psychic Power x2
Rapid Reload
Resistance: +10 to resist or avoid effects caused by (Cold)(Heat)(Low Oxygen)(Poison+10)(Radiation)
Gear
Psychic Hood: Can make a Psychic test against a 25 threshold to nullify any psychic powers used against self or party. Immune to Psychic Phenomenon and Perils of the Warp.
Power Armor
Dark Light Vision: Can see up 50m in total darkness
Hearing Auspex: Allows hearing up to 50m
Sight Ausepx: Can zoom in on targets up to 300m and fire at without penalty
Enhanced Communication Gear: Broadcast up to 2km or to orbit with tight beam
Targeting Auspex: As red-dot laser sight
Sealed Environment: Vacuum rated
Advanced Life support: Can produce up to 5 days of air
Recoil Gloves
HUD tactile map: Shows position and health of fellow marines, +1 initiative
Internal Medicae: Automatically tries to stop Blood Loss, tests against 30
Force Hammer
Multi-Melta
Combat
HP: 17/17
Initiative: 6
Movement
Half: 4
Full: 8
Charge: 12
Run: 24
Armor and Toughness
Head: 10+10=20
Body: 12+10=22
Arms: 11+10=21
Legs: 11+10=21
Attacks
Acid Spit, Range 2m, S/-/-, 1d5
Force Hammer, melee, 1d10+6 I, Pen 5, Unbalanced (-10 to parry), Good Craftsmen-ship (+5 to WS), Force Channeling (Treat as a Power with a Threshold of 6. On success, make an opposed WP test with target. For each degree of success, add 1d10 that ignores armor and toughness)
Hammer Hand, melee, 1d10+20(22 in armor) I, Pen 0, Primitive
Multi-Melta, Range 80m, S/-/-, 5d10+10 E, Pen 16, Clip 15, Reload 2full, Blast 1
Loaded clip: 14/15
Reloads: 10
Psychic Powers
Discipline: Biomancy
Power Roll: 3d10+7 (Average 22), +2 for Seal Wounds and Blood Boil and Hammer Hand
Blood Boil, Threshold 19, Half Action, Sustained, Range 10m, Spend a half action each round to make an opposed test, WP vs target's Toughness. On a win, the target takes 1 level of fatigue +1 per degree of success until he collapses unconcious. Each further level of fatigue gained instead causes 5 points of damage. If the damage taken equals the target's Wounds, their heart and brain explode. Overbleed: For every 5 points, gain +10 to the WP test.
Dull Pain, Threshold 8, Half Action, Range 10m, Remove a level of Fatigue, Overbleed: For every 5 points, remove another level of Fatgiue
Flash Bang, Threshold 6, Half action, Range 20m, Create a bright flash of light and a loud bang forcing everyone in range to make a WP test +20 or be stunned for a round, Overbleed: for every 10 points, increase difficulty of test by 1 step
Hammer Hand, Threshold 15, Full Action, Sustained, Multiply Strength Bonus by 4 and gain the Natural Weapon Trait, can not use any weapons.
Knack, Threshold 7, Half action, gain +10 to any one non-combat test
Seal Wounds, Threshold 10, Half Action, Range 10m, Heals 1d10+5 damage, Overbleed: for every 5 points the range can be increased by 10m, an additional target can be healed, or another 1d10+5 may be healed.
Sense Presence, Threshold 7, Half action, Range 50m, Detect all living creatures within range (Walls thicker than 1m block power), Overbleed: For every 5 points, add 10m
Staunch Bleeding, Threshold 8, Range 10m, Halts Blood Loss, Overbleed: For every 5 points, effect another target
Unnatural Aim, Threshold 8, Half action, +30 to BS until end of next turn
Advances
Activate Secondary Heart: 25
Activate Ossmodula: 25
Activate Biscopea: 25
Activate Haemastamen: 25
Activate Larraman's Organ: 25
Activate Cataleapsean Node: 25
WS Simple advance: 100
Dodge: 100
Sound Constitution: 100
BS Simple advance: 100
Navigation (Ground) +10: 100
Activate Preomnor: 25
Activate Omophagea: 25
Activate Multi-lung: 25
Activate Occulobe: 25
Activate Lyman's Ear: 25
Activate Su-an Membrane: 25
Strength Simple Advance: 100
Dodge +10
Rapid Reload
Sound Constitution: 100
Activate Melanochrome: 25
Activate Oolitic Kidney: 25
Activate Neoroglottis: 25
Activate Mucranoid: 25
Activate Betcher's Gland: 25
Activate Progenoids: 25
Activate Black Carapace: 25
WS intermediate advance: 250
Dodge +20: 100
Carouse +10: 100
Sound Constitution x2: 200
BS Intermediate advance: 250
Tech-use: 200
Inquiry: 100
Psy Rating 2: 100
Toughness simple increase: 100
Strength intermediate advance: 250
Sound Constitution: 200
Toughness intermediate increase: 250
WP simple advance: 500
Agility simple advance: 250
Inquiry +10: 100
Invocation: 100
Power Well: 100
WP intermediate increase: 750
Perception simple increase: 500
Heavy Weapon Training (Melta): 300
Power Well: 100
Tech-use +10: 200
Psy rating 3: 100
Quick Draw: 200
Inquiry +20: 200
Psychic power x2: 200
Discipline Focus: 100
Spent: 6975
Total: 7000
Build: Fit, 2.35m, 155 kg
Age: 230
Skin: Black
Hair: Black
Eyes: Red
Quirk: Aquila Tattoo
Birth Planet: Nocturne
Divination: "Thought begets Heresy; Heresy begets Retribution" +3 Strength
Career Path: Space Marine
Rank: Librarium Militant
Chapter: Salamanders
Insanity Points: 2
Corruption Points: 2
Fate Points: 2/2
Characteristics
WS: 56
BS: 54
S: 54(10)+20(2)=(12)
T: 55(10)
Ag: 54(5)
Int: 40(4)
Per: 50(5)
WP: 55(5)
Fel: 45(4)
Traits
-5 to Forbidden Lore tests
+3 WP
Detect Poisons
Hulking Size
Learning by Eating
Power Armor Interface
Shadow Vision
Spit Acid
Suspended Animation
Unnatural Strength
Unnatural Toughness
Basic Skills
Common Lore (Imperial Creed)
Common Lore (War)
Literacy
Speak (High Gothic)
Advanced Skills
Awareness
Carouse +10
Common Lore (Imperium)
Dodge +20
Inquiry +20
Invocation
Navigation (Ground) +10
Speak (Low Gothic)
Tech-use +10
Talents
Autosanguine +1: Always considered Lightly wounded for purposes of healing, heal 3 wounds per day
Basic Weapon Training (Las)
Die Hard: Roll 2x to avoid death by Blood loss
Discipline Focus: +2 to Power rolls to manifest Biomancy powers
Heavy Weapon Training (Melta)
Heightened Senses (Hearing)
Light Sleeper: Always treated as if awake for awareness tests or being surprised
Melee Weapon Training (Primitive)
Pistol Weapon Training (Las)
Power Well x2: +2 to Power rolls.
Quick Draw
Psy Rating 3: 3d+WP bonus to manifest powers
Psychic Power x2
Rapid Reload
Resistance: +10 to resist or avoid effects caused by (Cold)(Heat)(Low Oxygen)(Poison+10)(Radiation)
Gear
Psychic Hood: Can make a Psychic test against a 25 threshold to nullify any psychic powers used against self or party. Immune to Psychic Phenomenon and Perils of the Warp.
Power Armor
Dark Light Vision: Can see up 50m in total darkness
Hearing Auspex: Allows hearing up to 50m
Sight Ausepx: Can zoom in on targets up to 300m and fire at without penalty
Enhanced Communication Gear: Broadcast up to 2km or to orbit with tight beam
Targeting Auspex: As red-dot laser sight
Sealed Environment: Vacuum rated
Advanced Life support: Can produce up to 5 days of air
Recoil Gloves
HUD tactile map: Shows position and health of fellow marines, +1 initiative
Internal Medicae: Automatically tries to stop Blood Loss, tests against 30
Force Hammer
Multi-Melta
Combat
HP: 17/17
Initiative: 6
Movement
Half: 4
Full: 8
Charge: 12
Run: 24
Armor and Toughness
Head: 10+10=20
Body: 12+10=22
Arms: 11+10=21
Legs: 11+10=21
Attacks
Acid Spit, Range 2m, S/-/-, 1d5
Force Hammer, melee, 1d10+6 I, Pen 5, Unbalanced (-10 to parry), Good Craftsmen-ship (+5 to WS), Force Channeling (Treat as a Power with a Threshold of 6. On success, make an opposed WP test with target. For each degree of success, add 1d10 that ignores armor and toughness)
Hammer Hand, melee, 1d10+20(22 in armor) I, Pen 0, Primitive
Multi-Melta, Range 80m, S/-/-, 5d10+10 E, Pen 16, Clip 15, Reload 2full, Blast 1
Loaded clip: 14/15
Reloads: 10
Psychic Powers
Discipline: Biomancy
Power Roll: 3d10+7 (Average 22), +2 for Seal Wounds and Blood Boil and Hammer Hand
Blood Boil, Threshold 19, Half Action, Sustained, Range 10m, Spend a half action each round to make an opposed test, WP vs target's Toughness. On a win, the target takes 1 level of fatigue +1 per degree of success until he collapses unconcious. Each further level of fatigue gained instead causes 5 points of damage. If the damage taken equals the target's Wounds, their heart and brain explode. Overbleed: For every 5 points, gain +10 to the WP test.
Dull Pain, Threshold 8, Half Action, Range 10m, Remove a level of Fatigue, Overbleed: For every 5 points, remove another level of Fatgiue
Flash Bang, Threshold 6, Half action, Range 20m, Create a bright flash of light and a loud bang forcing everyone in range to make a WP test +20 or be stunned for a round, Overbleed: for every 10 points, increase difficulty of test by 1 step
Hammer Hand, Threshold 15, Full Action, Sustained, Multiply Strength Bonus by 4 and gain the Natural Weapon Trait, can not use any weapons.
Knack, Threshold 7, Half action, gain +10 to any one non-combat test
Seal Wounds, Threshold 10, Half Action, Range 10m, Heals 1d10+5 damage, Overbleed: for every 5 points the range can be increased by 10m, an additional target can be healed, or another 1d10+5 may be healed.
Sense Presence, Threshold 7, Half action, Range 50m, Detect all living creatures within range (Walls thicker than 1m block power), Overbleed: For every 5 points, add 10m
Staunch Bleeding, Threshold 8, Range 10m, Halts Blood Loss, Overbleed: For every 5 points, effect another target
Unnatural Aim, Threshold 8, Half action, +30 to BS until end of next turn
Advances
Activate Secondary Heart: 25
Activate Ossmodula: 25
Activate Biscopea: 25
Activate Haemastamen: 25
Activate Larraman's Organ: 25
Activate Cataleapsean Node: 25
WS Simple advance: 100
Dodge: 100
Sound Constitution: 100
BS Simple advance: 100
Navigation (Ground) +10: 100
Activate Preomnor: 25
Activate Omophagea: 25
Activate Multi-lung: 25
Activate Occulobe: 25
Activate Lyman's Ear: 25
Activate Su-an Membrane: 25
Strength Simple Advance: 100
Dodge +10
Rapid Reload
Sound Constitution: 100
Activate Melanochrome: 25
Activate Oolitic Kidney: 25
Activate Neoroglottis: 25
Activate Mucranoid: 25
Activate Betcher's Gland: 25
Activate Progenoids: 25
Activate Black Carapace: 25
WS intermediate advance: 250
Dodge +20: 100
Carouse +10: 100
Sound Constitution x2: 200
BS Intermediate advance: 250
Tech-use: 200
Inquiry: 100
Psy Rating 2: 100
Toughness simple increase: 100
Strength intermediate advance: 250
Sound Constitution: 200
Toughness intermediate increase: 250
WP simple advance: 500
Agility simple advance: 250
Inquiry +10: 100
Invocation: 100
Power Well: 100
WP intermediate increase: 750
Perception simple increase: 500
Heavy Weapon Training (Melta): 300
Power Well: 100
Tech-use +10: 200
Psy rating 3: 100
Quick Draw: 200
Inquiry +20: 200
Psychic power x2: 200
Discipline Focus: 100
Spent: 6975
Total: 7000
Last edited by Lighthawk on Sun Jan 03, 2010 9:33 pm, edited 5 times in total.
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Re: Adeptus Astartes RP character sheets
Name: Karel Zirk
Homeworld: Kiavahr (Imperial World)
Chapter: Raven Guard
Career: Space Marine
Rank: Assault Marine
Build: svelte (2.45m/155 kg)
Skin: pale white
Eyes: black
Hair: black
Age: 155
WS: 59
BS: 58
S: 74 (S bonus 12)
T: 52 (T bonus 10)
Ag: 47
Int: 48
Per: 51
WP: 45
Fel: 45
Wounds: 15
Fate Points: 2
Divination: "A suspicious mind is a healthy mind." (+3 Per)
Traits
Blessed Ignorance (-5 to Forbidden Lore tests,) Hagiography, Liturgical Familiarity, Superior Origins; Activate: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, Sus-An Membrane, Melanochrome, Oolitic Kidney, Neuroglottis, Progenoids, Black Carapace (N.B.: Raven Guard have no Mucranoid or Betcher's Glands.)
Talents
Die Hard, Resistance (Low Oxygen, Posions +10, Radiation,) Unnatural Strength/Toughness, Autosanguine (+1 healing,) Light Sleeper, Shadow Vision, Heightened Senses (Hearing,) Suspended Animation, Detect Posion, Melee Weapon Training (primitive, chain,) Pistol Training (SP, Bolt,) Basic Weapon Training (SP, Bolt,) Catfall, Lightning Reflexes, Rapid Reaction, Rapid Reload, Unshakeable Faith, Resistance (Fear,) Leap Up, Combat Master, Swift Attack, Furious Assault, Sure Strike, Berserk Charge, Sound Constitution (x2,) Two-Weapon Wielder (Ballistic, Melee)
Skills
Basic: Common Lore (Imperial Creed, War,) Literacy, Speak Language (High Gothic)
Advanced: Speak Language (Low Gothic,) Common Lore (Imperium, Chapter History,) Navigation (Ground +10,) Carouse, Awareness +20, Survival, Silent Move +20,Dodge +20, Concealment +20, Ciphers (Astartes War Cant,) Secret Tongue (Astartes Signage +10,) Drive (Ground, Hover,) Forbidden Lore (Chapter History,) Tracking, Shadowing, Search, Pilot (Jump Pack,) Demolition, Scholastic Lore (Spearhead Assaults)
Advances
WS (Simple, Intermediate,) BS (Simple, Intermediate,) S (Simple, Intermediate,) T (Simple, Intermediate,) Ag (Simple)
Gear
Astartes Mk VII power armor: Dark Light Vision (50m in darkness,) Hearing Auspex (50m,) Sight Auspex (telescopic sight, 300m,) Enhanced Communications (2 km,) Targeting Auspex (red-dot laser sight,) Sealed Environment, Advanced Life Support (5 days,) Recoil Gloves, HUD Tactical Map (+1 Initiative,) Internal Medicae (Medicae/Chem-use 30,) +20 Strength
jump pack, 2x demo charges, 2 bolt pistols( 7 rounds, 8 rounds) w/ 20 extra clips, 2 chainswords, 2x inferno grenades, 2x frag grenades, 1x krak grenade, 1x smoke grenade
Karel Zirk was born and raised in an industrial section of Kiavahr, the planet which Deliverance orbits, where he was employed at a young age based on Administratum selection. Chosen by a Raven Guard apothecary for the physical traits which his hardworking youth had bred, Zirk was found to be both fearless of danger in front of him as well as perceptive, cunning, and pragmatic. After a standard period of assignment to scout and tactical units, Zirk's forthrightness and courage in combat earned him a spot in an assault squad of the Fourth Company. He was on his way to earning a spot in Shrike's Wing when previous his previous performance in action against a few Tyranid splinters remaining in the Segmentum Tempestus caught the eye of the Ordo Xenos, and Zirk was seconded to the Deathwatch.
Zirk has already taken on the Raven Guard's idiosyncratic white skin, and black hair and eyes. He keeps his hair cropped short and his face clean-shaven. A single service stud decorates his left temple. In person, Zirk tends to be short-spoken and taciturn - he speaks briefly, and rarely uses more wrods than necessary.
Homeworld: Kiavahr (Imperial World)
Chapter: Raven Guard
Career: Space Marine
Rank: Assault Marine
Build: svelte (2.45m/155 kg)
Skin: pale white
Eyes: black
Hair: black
Age: 155
WS: 59
BS: 58
S: 74 (S bonus 12)
T: 52 (T bonus 10)
Ag: 47
Int: 48
Per: 51
WP: 45
Fel: 45
Wounds: 15
Fate Points: 2
Divination: "A suspicious mind is a healthy mind." (+3 Per)
Traits
Blessed Ignorance (-5 to Forbidden Lore tests,) Hagiography, Liturgical Familiarity, Superior Origins; Activate: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, Sus-An Membrane, Melanochrome, Oolitic Kidney, Neuroglottis, Progenoids, Black Carapace (N.B.: Raven Guard have no Mucranoid or Betcher's Glands.)
Talents
Die Hard, Resistance (Low Oxygen, Posions +10, Radiation,) Unnatural Strength/Toughness, Autosanguine (+1 healing,) Light Sleeper, Shadow Vision, Heightened Senses (Hearing,) Suspended Animation, Detect Posion, Melee Weapon Training (primitive, chain,) Pistol Training (SP, Bolt,) Basic Weapon Training (SP, Bolt,) Catfall, Lightning Reflexes, Rapid Reaction, Rapid Reload, Unshakeable Faith, Resistance (Fear,) Leap Up, Combat Master, Swift Attack, Furious Assault, Sure Strike, Berserk Charge, Sound Constitution (x2,) Two-Weapon Wielder (Ballistic, Melee)
Skills
Basic: Common Lore (Imperial Creed, War,) Literacy, Speak Language (High Gothic)
Advanced: Speak Language (Low Gothic,) Common Lore (Imperium, Chapter History,) Navigation (Ground +10,) Carouse, Awareness +20, Survival, Silent Move +20,Dodge +20, Concealment +20, Ciphers (Astartes War Cant,) Secret Tongue (Astartes Signage +10,) Drive (Ground, Hover,) Forbidden Lore (Chapter History,) Tracking, Shadowing, Search, Pilot (Jump Pack,) Demolition, Scholastic Lore (Spearhead Assaults)
Advances
WS (Simple, Intermediate,) BS (Simple, Intermediate,) S (Simple, Intermediate,) T (Simple, Intermediate,) Ag (Simple)
Gear
Astartes Mk VII power armor: Dark Light Vision (50m in darkness,) Hearing Auspex (50m,) Sight Auspex (telescopic sight, 300m,) Enhanced Communications (2 km,) Targeting Auspex (red-dot laser sight,) Sealed Environment, Advanced Life Support (5 days,) Recoil Gloves, HUD Tactical Map (+1 Initiative,) Internal Medicae (Medicae/Chem-use 30,) +20 Strength
jump pack, 2x demo charges, 2 bolt pistols( 7 rounds, 8 rounds) w/ 20 extra clips, 2 chainswords, 2x inferno grenades, 2x frag grenades, 1x krak grenade, 1x smoke grenade
Karel Zirk was born and raised in an industrial section of Kiavahr, the planet which Deliverance orbits, where he was employed at a young age based on Administratum selection. Chosen by a Raven Guard apothecary for the physical traits which his hardworking youth had bred, Zirk was found to be both fearless of danger in front of him as well as perceptive, cunning, and pragmatic. After a standard period of assignment to scout and tactical units, Zirk's forthrightness and courage in combat earned him a spot in an assault squad of the Fourth Company. He was on his way to earning a spot in Shrike's Wing when previous his previous performance in action against a few Tyranid splinters remaining in the Segmentum Tempestus caught the eye of the Ordo Xenos, and Zirk was seconded to the Deathwatch.
Zirk has already taken on the Raven Guard's idiosyncratic white skin, and black hair and eyes. He keeps his hair cropped short and his face clean-shaven. A single service stud decorates his left temple. In person, Zirk tends to be short-spoken and taciturn - he speaks briefly, and rarely uses more wrods than necessary.
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
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Re: Adeptus Astartes RP character sheets
Antonia
General Info
Name: Antonia
Homeworld: Unknown
Career Path: Inquisitor
Gender: Female
Age: 105, looks 27
Build: Svelte
Height: 184 cm
Weight: 62 kg
Skin Color: Dark
Hair Color: Red/Brown
Eye Color: Green
Divination: The wise man learns from the deaths of others. (+3 I)
Characteristics
Weapon Skill (WS) .... 51
Ballistic Skill (BS) ...... 38
Strength (Str) .......... 36
Toughness (T) ......... 32
Agility (Ag) ............. 41
Intelligence (Int) ....... 53
Perception (Per) ....... 44
Willpower (WP) ........ 45
Fellowship (Fel) ........ 43
Wounds ......... 14
Injuries .......... 0
Fatigue .......... 0
Fate Points ......... 2
Insanity Points .... 11
Corruption Points .. 9
Thrones ............. 0
Movement(Meters per round)
Half ........ 4
Full ......... 8
Charge ... 12
Run ....... 24
Armor and Toughness
Head: 8 + 3 = 11
Body: 10 + 3 = 13
Arms: 9 + 3 = 12
Legs: 9 + 3 = 12
Gear
Item ......................... Location ...................... Qualities
Plasma Pistol .................... Carried ...................... Pistol 40m S/-/- 3d10+5E 6Pen 6r 2Full, Overheats
10 Plasma Casks (1 Loaded) ... Belt
Power Sword ..................... Belt .......................... Melee 1d10+7E 6Pen Balanced, Powerfield
Light Power Armor .............. Worn ........................ 8,10,9 AP
Talents
Basic Weapon Training (Plasma)
Basic Weapon Training (Bolt)
Basic Weapon Training (Las)
Pistol Weapon Training (Plasma)
Pistol Weapon Training (Bolt)
Pistol Weapon Training (Las)
Pistol Weapon Training (SP)
Melee Weapon Training (Power)
Melee Weapon Training (Chain)
Melee Weapon Training (Primative)
Resistance (Fear)
Unshakeable Faith
Air of Authority
Ambidextrous
Catfall
Command
Counter-Attack
Crippling Strike
Crushing Blow
Decadence
Foresight
Insanely Faithful
Jaded
Leap Up
Nerves of Steel
Peer (Ecclsiarchy)
Peer (Nobility) +10
Peer (Inquisition) +20
Rapid Reaction
Rapid Reload
Swift Attack
Two Weapon Wielder (Ballistic)
Two Weapon Wielder (Melee)
Total Recall
Wall of Steel
Basic Skills
Dodge +10 (Agi)
Awareness +30 (Per)
Charm +30 (Fel)
Logic +20 (Int)
Scrutiny +20 (Int)
Search +20 (Per)
Inquiry +20 (Fel)
Deceive +30 (Fel)
Evaluate +10 (Per)
Disguise (Fel)
Advanced Skills
Literacy +20 (Int)
Interrogation +30 (WP)
Tech-Use +20 (Int)
Lore (Int)
Common Lore (Administratum) +20
Common Lore (Ecclesarchy) +20
Common Lore (Imperial Creed) +10
Common Lore (Imperium) +20
Common Lore (War) +20
Common Lore (Adeptus Arbites)
Common Lore (Machine Cult)
Common Lore (Imperial Guard)
Forbidden Lore (Warp) +10
Forbidden Lore (Xenos) +40
Forbidden Lore (Heresy) +10
Forbidden Lore (Archeotech)
Forbidden Lore (Ordo Xenos) +30
Forbidden Lore (Ordo Hereticus) +10
Forbidden Lore (Ordo Malleus)
Scholastic Lore (Philosophy)
Scholastic Lore (Xenos) +30
Scholastic Lore (Bureaucracy)
Scholastic Lore (Judgement)
Scholastic Lore (Inquisition) +20
Languages (Int)
Low Gothic +10
High Gothic +20
Ork
Tau +20
Eldar +10
Armor Bonuses
Dark Light Vision
Sight Auspex
Hearing Auspex
Enhanced Comms
Red-Dot Laser Sight
Sealed Environment
Advanced Life Support
Recoil Gloves
HUD Tactical Map
Strength +10
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/AntoniaArmor.jpg)
Mission Critical Xenos
Ork Boyz
Wounds: 15
Armor: 2
WS: 35
BS: 15
S: 40
T: 40
Ag: 20
Int: 10
Per: 15
WP: 30
Fel: 20
Weapons
Shoota - Pistol 30m 1d10+4I 3Pen S/-/- 6r 2Full
Choppa - Melee 1d10+5R 2Pen
Slugga Boyz
Wounds: 15
Armor: 2
WS: 30
BS: 25
S: 40
T: 40
Ag: 20
Int: 10
Per: 15
WP: 30
Fel: 20
Weapons
Slugga - Pistol 50m 1d10+8I 4 Pen S/3/6 24r Full
Burna - Basic 20m 1d10+4E 3 Pen S/-/- 4r 2 Full
Frag Rokkit Launcha - Heavy 120m 2d10X 0 Pen S/-/- 1r Full Blast (3)
Krak Rokkit Launcha - Heavy 120m 2d10+6X 6 Pen S/-/- 1r Full
Choppa - Melee 1d10+5R 2 Pen
Flash Git
Wounds 18
Armor 4
WS 30
BS 35
S 40
T 50
Ag 25
Int 20
Per 20
WP 35
Fel 25
Weapons
Snazzgun - Basic 90m 2d10+10I 6 Pen S/3/5 30r Full
Choppa - Melee 1d10+5R 2 Pen
Ard Boyz
Wounds: 18
Armor: 8
WS: 30
BS: 30
S: 40
T: 40
Ag: 25
Int: 20
Per: 20
WP: 35
Fel: 25
Weapons
Slugga - Pisotl 50m 1d10+8I 4 Pen S/3/- 24r Full
Choppa - Melee 1d10+5R 2 Pen
Nobz
Wounds: 20
Armor: 4
WS: 45
BS: 35
S: 50 Bulging Biceps
T: 50
Ag: 20
Int: 15
Per: 20
WP: 35
Fel: 25
Weapons
Big Shoota - Pistol 50m 2d10+6I 5 Pen S/3/- 20r Full
Big Slugga - Heavy 90m 3d10+6I 6 Pen S/3/5 50r Full
Burna - Basic 20m 1d10+4E 3 Pen S/-/- 4r 2 Full
Heavy Burna - Heavy 30m 2d10+5E 4 Pen S/-/- 5r 2 Full
Big Choppa - Melee 2d10+4I 4 Pen
Big Mek
Wounds: 24
Armor: 8
WS: 30
BS: 30
S: 50 (10) Unnatural Strength Bulging Biceps
T: 50 (10) Unnatural Toughnes
Ag: 20
Int: 25
Per: 20
WP: 35
Fel: 25
Weapons
Big Slugga - Heavy 90m 3d10+6I 6 Pen S/3/5 50r Full
Powah Claw - Melee 2d10E 8 Pen 2xStrength
Default Ork Color Scheme
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/Orc.jpg)
Visiting Ork Color Schemes.
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/VisitingOrk1.jpg)
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/VisitingOrk2.jpg)
General Info
Name: Antonia
Homeworld: Unknown
Career Path: Inquisitor
Gender: Female
Age: 105, looks 27
Build: Svelte
Height: 184 cm
Weight: 62 kg
Skin Color: Dark
Hair Color: Red/Brown
Eye Color: Green
Divination: The wise man learns from the deaths of others. (+3 I)
Characteristics
Weapon Skill (WS) .... 51
Ballistic Skill (BS) ...... 38
Strength (Str) .......... 36
Toughness (T) ......... 32
Agility (Ag) ............. 41
Intelligence (Int) ....... 53
Perception (Per) ....... 44
Willpower (WP) ........ 45
Fellowship (Fel) ........ 43
Wounds ......... 14
Injuries .......... 0
Fatigue .......... 0
Fate Points ......... 2
Insanity Points .... 11
Corruption Points .. 9
Thrones ............. 0
Movement(Meters per round)
Half ........ 4
Full ......... 8
Charge ... 12
Run ....... 24
Armor and Toughness
Head: 8 + 3 = 11
Body: 10 + 3 = 13
Arms: 9 + 3 = 12
Legs: 9 + 3 = 12
Gear
Item ......................... Location ...................... Qualities
Plasma Pistol .................... Carried ...................... Pistol 40m S/-/- 3d10+5E 6Pen 6r 2Full, Overheats
10 Plasma Casks (1 Loaded) ... Belt
Power Sword ..................... Belt .......................... Melee 1d10+7E 6Pen Balanced, Powerfield
Light Power Armor .............. Worn ........................ 8,10,9 AP
Talents
Basic Weapon Training (Plasma)
Basic Weapon Training (Bolt)
Basic Weapon Training (Las)
Pistol Weapon Training (Plasma)
Pistol Weapon Training (Bolt)
Pistol Weapon Training (Las)
Pistol Weapon Training (SP)
Melee Weapon Training (Power)
Melee Weapon Training (Chain)
Melee Weapon Training (Primative)
Resistance (Fear)
Unshakeable Faith
Air of Authority
Ambidextrous
Catfall
Command
Counter-Attack
Crippling Strike
Crushing Blow
Decadence
Foresight
Insanely Faithful
Jaded
Leap Up
Nerves of Steel
Peer (Ecclsiarchy)
Peer (Nobility) +10
Peer (Inquisition) +20
Rapid Reaction
Rapid Reload
Swift Attack
Two Weapon Wielder (Ballistic)
Two Weapon Wielder (Melee)
Total Recall
Wall of Steel
Basic Skills
Dodge +10 (Agi)
Awareness +30 (Per)
Charm +30 (Fel)
Logic +20 (Int)
Scrutiny +20 (Int)
Search +20 (Per)
Inquiry +20 (Fel)
Deceive +30 (Fel)
Evaluate +10 (Per)
Disguise (Fel)
Advanced Skills
Literacy +20 (Int)
Interrogation +30 (WP)
Tech-Use +20 (Int)
Lore (Int)
Common Lore (Administratum) +20
Common Lore (Ecclesarchy) +20
Common Lore (Imperial Creed) +10
Common Lore (Imperium) +20
Common Lore (War) +20
Common Lore (Adeptus Arbites)
Common Lore (Machine Cult)
Common Lore (Imperial Guard)
Forbidden Lore (Warp) +10
Forbidden Lore (Xenos) +40
Forbidden Lore (Heresy) +10
Forbidden Lore (Archeotech)
Forbidden Lore (Ordo Xenos) +30
Forbidden Lore (Ordo Hereticus) +10
Forbidden Lore (Ordo Malleus)
Scholastic Lore (Philosophy)
Scholastic Lore (Xenos) +30
Scholastic Lore (Bureaucracy)
Scholastic Lore (Judgement)
Scholastic Lore (Inquisition) +20
Languages (Int)
Low Gothic +10
High Gothic +20
Ork
Tau +20
Eldar +10
Armor Bonuses
Dark Light Vision
Sight Auspex
Hearing Auspex
Enhanced Comms
Red-Dot Laser Sight
Sealed Environment
Advanced Life Support
Recoil Gloves
HUD Tactical Map
Strength +10
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/AntoniaArmor.jpg)
Mission Critical Xenos
Ork Boyz
Wounds: 15
Armor: 2
WS: 35
BS: 15
S: 40
T: 40
Ag: 20
Int: 10
Per: 15
WP: 30
Fel: 20
Weapons
Shoota - Pistol 30m 1d10+4I 3Pen S/-/- 6r 2Full
Choppa - Melee 1d10+5R 2Pen
Slugga Boyz
Wounds: 15
Armor: 2
WS: 30
BS: 25
S: 40
T: 40
Ag: 20
Int: 10
Per: 15
WP: 30
Fel: 20
Weapons
Slugga - Pistol 50m 1d10+8I 4 Pen S/3/6 24r Full
Burna - Basic 20m 1d10+4E 3 Pen S/-/- 4r 2 Full
Frag Rokkit Launcha - Heavy 120m 2d10X 0 Pen S/-/- 1r Full Blast (3)
Krak Rokkit Launcha - Heavy 120m 2d10+6X 6 Pen S/-/- 1r Full
Choppa - Melee 1d10+5R 2 Pen
Flash Git
Wounds 18
Armor 4
WS 30
BS 35
S 40
T 50
Ag 25
Int 20
Per 20
WP 35
Fel 25
Weapons
Snazzgun - Basic 90m 2d10+10I 6 Pen S/3/5 30r Full
Choppa - Melee 1d10+5R 2 Pen
Ard Boyz
Wounds: 18
Armor: 8
WS: 30
BS: 30
S: 40
T: 40
Ag: 25
Int: 20
Per: 20
WP: 35
Fel: 25
Weapons
Slugga - Pisotl 50m 1d10+8I 4 Pen S/3/- 24r Full
Choppa - Melee 1d10+5R 2 Pen
Nobz
Wounds: 20
Armor: 4
WS: 45
BS: 35
S: 50 Bulging Biceps
T: 50
Ag: 20
Int: 15
Per: 20
WP: 35
Fel: 25
Weapons
Big Shoota - Pistol 50m 2d10+6I 5 Pen S/3/- 20r Full
Big Slugga - Heavy 90m 3d10+6I 6 Pen S/3/5 50r Full
Burna - Basic 20m 1d10+4E 3 Pen S/-/- 4r 2 Full
Heavy Burna - Heavy 30m 2d10+5E 4 Pen S/-/- 5r 2 Full
Big Choppa - Melee 2d10+4I 4 Pen
Big Mek
Wounds: 24
Armor: 8
WS: 30
BS: 30
S: 50 (10) Unnatural Strength Bulging Biceps
T: 50 (10) Unnatural Toughnes
Ag: 20
Int: 25
Per: 20
WP: 35
Fel: 25
Weapons
Big Slugga - Heavy 90m 3d10+6I 6 Pen S/3/5 50r Full
Powah Claw - Melee 2d10E 8 Pen 2xStrength
Default Ork Color Scheme
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/Orc.jpg)
Visiting Ork Color Schemes.
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/VisitingOrk1.jpg)
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/VisitingOrk2.jpg)
Last edited by Tyyr on Tue Dec 08, 2009 2:44 pm, edited 6 times in total.
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Re: Adeptus Astartes RP character sheets
Name: Hati Mánagarm
Chapter: Space Wolves
Rank: Wolf Scout
Homeworld: Fenris (Feral)
Build: Lean
Skin: Fair
Hair: Black
Eyes: Yellow
Age: 107
Quirk: Tribal Tatooing
Tribal Taboo: Hunter's Oath
Divination: The Gun Is Mightier Than The Sword (+2BS)
WS: 43
BS: 50
S: 49
T: 41
Ag: 40
Int: 40
Per: 47
WP: 45
Fel: 30
Wounds: 13
Fate: 2
Total Xp: 7000
Remaining Xp: 275
Traits:
Canis Helix
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larraman's Organ
Catalepsean Node
Preomnor
Omophagea
Multi-Lung
Occulobe
Lyman's Ear
Sus-an Membrane
Melanochrome
Oolitic Kidney
Neuroglottis
Mucranoid
Bethcer's Gland
Progenoids
Black Carapace
Talents:
Ambidextrous
Basic Weapons Training (Bolt)
Heavy Weapon Training (Bolt)
Melee Weapon Training (Chain)
Thrown Weapons Training (primitive)
Crack Shot
Deadeye Shot
Rapid Reload
Catfall
Arms Master
Sound Constitution X3
Leap Up
Resitance (Fear)
Hip Shooting
Skills:
Acrobatics
Awareness (+20)
Ciphers (Astartes War Cant) (+10)
Climb (+10)
Concealment (+20)
Drive (ground vehicle, Hover vehicle)
Pilot (Civilian Craft, Military Craft)
Ciphers (War Cant)
Common Lore (Imperial Creed, Chapter History,
Imperium, War)
Forbidden Lore (Chapter History, Xenos)
Literacy
Secret Tongue
Security
Dodge (+20)
Silent Move (+20)
Survival (+20)
Swim (+20)
Navigation (ground) (+20)
Equipment:
Bolt Sniper Rifle Basic 500m S/-/- 2D10+5X 6 Pen 10r Full Accurate, Telescopic Sight, Bipod, Gibby
6X Stalker Silenced Shell Clips
4X Standard Shell Clips
Bolter Basic 150m S/3/5 2D10+5X 5 Pen 24r Full 10r, 24r, 60r
6X Standard Shell Clips
2X Stalker Silenced Shell Clips
1X Hellfire Shell Clip
1X Kraken Shell Clip
Chain Sword Melee 1D10+5R 3 Pen Balanced, Tearing
2X Krak Grenades Thrown SBx3 2d10+10E 10Pen
2X Smoke Grenades Thrown SBx3 Smoke
Mk VIII Power Armour
Bio:
Hati was originally an expert hunter, hailing from a small nomadic tribe that travelled the coasts of Fenris' largest sea. His tribe was wiped out by a large pack of starving Dire Wolves while he was out scouting the terrain. Upon his return he was attacked by a trio of the wolves, which had stayed behind for reasons unknown. Although he managed to fight off the wolves, he was almost killed in the conflict.
Following his induction into the Space Wolves chapter, he was appointed to serve as a Blood Claw in Brian Redmaw's Great Company. Following the disastrous Medrasga Starport Incident which saw the loss of all but one of his pack he returned to his old proffession as a hunter, serving the chapter as a scout and sniper. Recently, he has been transferred to a Deathwatch squad to function as the squad's scout.
Unusually quiet for one of the typically loud and boistrous Space Wolves, Hati tends to keep to himself, preffering to watch and listen. These tendancies can often make him seem cold and uncaring to strangers, though those who he calls friend know him as a loyal and capable ally.
Chapter: Space Wolves
Rank: Wolf Scout
Homeworld: Fenris (Feral)
Build: Lean
Skin: Fair
Hair: Black
Eyes: Yellow
Age: 107
Quirk: Tribal Tatooing
Tribal Taboo: Hunter's Oath
Divination: The Gun Is Mightier Than The Sword (+2BS)
WS: 43
BS: 50
S: 49
T: 41
Ag: 40
Int: 40
Per: 47
WP: 45
Fel: 30
Wounds: 13
Fate: 2
Total Xp: 7000
Remaining Xp: 275
Traits:
Canis Helix
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larraman's Organ
Catalepsean Node
Preomnor
Omophagea
Multi-Lung
Occulobe
Lyman's Ear
Sus-an Membrane
Melanochrome
Oolitic Kidney
Neuroglottis
Mucranoid
Bethcer's Gland
Progenoids
Black Carapace
Talents:
Ambidextrous
Basic Weapons Training (Bolt)
Heavy Weapon Training (Bolt)
Melee Weapon Training (Chain)
Thrown Weapons Training (primitive)
Crack Shot
Deadeye Shot
Rapid Reload
Catfall
Arms Master
Sound Constitution X3
Leap Up
Resitance (Fear)
Hip Shooting
Skills:
Acrobatics
Awareness (+20)
Ciphers (Astartes War Cant) (+10)
Climb (+10)
Concealment (+20)
Drive (ground vehicle, Hover vehicle)
Pilot (Civilian Craft, Military Craft)
Ciphers (War Cant)
Common Lore (Imperial Creed, Chapter History,
Imperium, War)
Forbidden Lore (Chapter History, Xenos)
Literacy
Secret Tongue
Security
Dodge (+20)
Silent Move (+20)
Survival (+20)
Swim (+20)
Navigation (ground) (+20)
Equipment:
Bolt Sniper Rifle Basic 500m S/-/- 2D10+5X 6 Pen 10r Full Accurate, Telescopic Sight, Bipod, Gibby
6X Stalker Silenced Shell Clips
4X Standard Shell Clips
Bolter Basic 150m S/3/5 2D10+5X 5 Pen 24r Full 10r, 24r, 60r
6X Standard Shell Clips
2X Stalker Silenced Shell Clips
1X Hellfire Shell Clip
1X Kraken Shell Clip
Chain Sword Melee 1D10+5R 3 Pen Balanced, Tearing
2X Krak Grenades Thrown SBx3 2d10+10E 10Pen
2X Smoke Grenades Thrown SBx3 Smoke
Mk VIII Power Armour
Bio:
Hati was originally an expert hunter, hailing from a small nomadic tribe that travelled the coasts of Fenris' largest sea. His tribe was wiped out by a large pack of starving Dire Wolves while he was out scouting the terrain. Upon his return he was attacked by a trio of the wolves, which had stayed behind for reasons unknown. Although he managed to fight off the wolves, he was almost killed in the conflict.
Following his induction into the Space Wolves chapter, he was appointed to serve as a Blood Claw in Brian Redmaw's Great Company. Following the disastrous Medrasga Starport Incident which saw the loss of all but one of his pack he returned to his old proffession as a hunter, serving the chapter as a scout and sniper. Recently, he has been transferred to a Deathwatch squad to function as the squad's scout.
Unusually quiet for one of the typically loud and boistrous Space Wolves, Hati tends to keep to himself, preffering to watch and listen. These tendancies can often make him seem cold and uncaring to strangers, though those who he calls friend know him as a loyal and capable ally.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
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- 3 Star Admiral
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- Joined: Tue Mar 31, 2009 10:49 pm
- Location: Jeri Ryan's Dressing Room, Shhhhh
Re: Adeptus Astartes RP character sheets
1st Combat
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/AstartesCombatTurn3.jpg)
Mobs 1, 3, 4, 7, 9, 12, 14: Ork Boyz
Mobs 2, 6, 8, 10 : Slugga Boyz w/ Sluggas
Mob 5: Slugga Boy w/ Burna
Mob 11: Slugga Boy w/ Krak Rockit
Mob 13: Nob w/ Big Slugga
![Image](http://i91.photobucket.com/albums/k288/Tyyrlym/WH40K/Roleplay/Astartes/AstartesCombatTurn3.jpg)
Mobs 1, 3, 4, 7, 9, 12, 14: Ork Boyz
Mobs 2, 6, 8, 10 : Slugga Boyz w/ Sluggas
Mob 5: Slugga Boy w/ Burna
Mob 11: Slugga Boy w/ Krak Rockit
Mob 13: Nob w/ Big Slugga