Difference between revisions of "Salvador Arroyo"

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Navigate (Surface) | ⬛⬜⬜⬜ |
 
Navigate (Surface) | ⬛⬜⬜⬜ |
 
Psyniscience | ⬛⬛⬛⬜ |
 
Psyniscience | ⬛⬛⬛⬜ |
Forbidden Lore (Psykers) | ⬛⬜⬜⬜ |
+
Forbidden Lore (+) | ⬛⬜⬜⬜ |
Forbidden Lore (aemonology) | ⬛⬜⬜⬜ |
 
 
Scrutiny | ⬛⬜⬜⬜ |
 
Scrutiny | ⬛⬜⬜⬜ |
 
Stealth | ⬛⬜⬜⬜ |
 
Stealth | ⬛⬜⬜⬜ |
Line 83: Line 82:
 
(*): | Adeptus Astra Telepathica, Imperial Guard, War |
 
(*): | Adeptus Astra Telepathica, Imperial Guard, War |
 
(**): | Cryptology |
 
(**): | Cryptology |
(***): | Low-Gothic, High-Gothic
+
(***): | Low-Gothic, High-Gothic |
 +
(+): | Psykers, Daemonology
 
}}
 
}}
 
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{| class="hover zebra" style="width:40%;"
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|}
 
|}
  
{| style="width:40%;"
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{| class="hover" style="width:60%;"
 
|-
 
|-
 
| width="20px" |  
 
| width="20px" |  
 
| width="30px" |
 
| width="30px" |
| width="80px" |
+
| width="150px" |
 
|-
 
|-
| '''Wounds'''      || ## || 1d5 [roll] + 8 [psy]
+
| '''Wounds'''      || 11 || 3 [roll] + 8 [psy]
 
|-
 
|-
| '''Fate Points''' || # || # [roll]
+
| '''Fate Points''' || 1 || 1 [roll]
 
|-
 
|-
| '''Insanity'''    || 2d10 ||
+
| '''Insanity'''    || 8 ||
 
|-
 
|-
| '''Corruption'''  || 1d5 ||
+
| '''Corruption'''  || 2 ||
 +
|-
 +
| '''Initiative''' || +6 || 1d10 + 6 [combat sense]
 +
|-
 +
| '''Movement''' || 3 || 3[1/2] 6[1] 9[charge] 18[run]
 
|-
 
|-
 
|}
 
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: After gaining this Talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such a Warp signature or a creature, the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use  Awareness to spot an ambush without knowing it is there.
 
: After gaining this Talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such a Warp signature or a creature, the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use  Awareness to spot an ambush without knowing it is there.
  
== Psy Powers ==
+
== Psy Powers [450 XP] ==
 +
{{Sidebar|Name='''Minor Powers'''|
 +
Divination | Cause a small event of fortune or misfortune to befall a nearby character (finding a lho-stick on the ground, tripping on a root) [50 XP]
 +
}}
 +
; Scrier's Gaze [OW 232]
 +
: '''Action''': 30 minute ritual
 +
: '''Focus Power''': Psyniscience (+0)
 +
: '''Subtype''': Concentration
 +
: To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision—drawing Tarot cards, casting runes, gazing deep into fire, the methods to this are as varied as the stars of the Imperium. At the end of this thirty minutes, the psyker makes his  Focus Power Test to project his vision over the battlefield. Each Degree of Success reveals more  information, as explained on Table 7–4: Scrier’s Gaze Results.
 +
 
 +
; Foreboding [OW 231]
 +
: '''Action''': Reaction
 +
: '''Focus Power''': Perception (-10)
 +
: '''Subtype''': Concentration
 +
: In any situation where the psyker would be called upon to make an Evasion Test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion Test.
 +
 
 +
; Dominate [OW 237] [200 XP]
 +
: '''Action''': Full Action
 +
: '''Focus Power''': Opposed Willpower (+0)
 +
: '''Range''': 5 m x Psy Rating
 +
: '''Subtype''': Concentration
 +
: The psyker nominates a number targets in range and line of sight up to half his Psy Rating (rounded up) who opposes this power with a Willpower Test. Those targets that fail to resist the power must follow a simple command given by the psyker. Some example orders include “Flee,” “Fall,” or “Attack your friend.” If the command is a potentially suicidal act, the targets receive a +20 to their  Willpower Tests. In all cases the command must be achievable in a single Round.
 +
 
 +
; Smite [OW 230] [200 XP]
 +
: '''Action''': Half Action
 +
: '''Focus Power''': Willpower (+0)
 +
: '''Range''': 20 m x Psy Rating
 +
: '''Subtype''': Attack, Concentration
 +
: Smite is a Psychic Barrage that deals 1d10 + Psy Rating Energy Damage with a Pen of 4.
  
 
== Wargear ==
 
== Wargear ==

Latest revision as of 13:37, 6 September 2021

Overview

Salvador Vicente Arroyo
Sanctioned Psyker, 5300 XP
Aptitudes:
  • Int
  • Knowledge
  • Per
  • Psyker
  • S
  • WP
  • Ag
Traits:
  • Psyker
  • Survivalist (Urban Ruins)
  • Independent Operation
  • Distrustful of Authority
Powers:
  • Scrier's Gaze
  • Foreboding
  • Dominate
  • Smite
  • Minor Divination'


13th Jaguars [12/12]

Commanding Officer: Phlegmatic [1pt] [OW 063] 
	Skills: Common Lore (Imperial Guard), Common Lore (War)

Home World / Origin: Frontier World [4pts] [HoE 038]
	Skills: Awareness, Linguistics (Low Gothic), Navigate (Surface), Survival
	Talent: Combat Sense 
	Modifiers: +3 to Perception, +3 to Ballistic Skill
        Traits: Independent Operation, Distrustful of Authority

Regiment Type: Guerilla [4pts] [HoE 040]
	Skill: Stealth;
	Talent: Ambush;
	Modifiers: +3 Perception, –3 Fellowship
	Equipment: 1 lascarbine (Main Weapon) and 4 charge packs, 2 blind grenades, 2 stun grenades, 2 frag grenades

Training Doctrine: Survivalists (Urban Ruins) [4pts] [OW 066]
	Aptitude: Agility

Special Equipment Doctrine: Forward Observation [4pts] [HoE 043]
	Equipment: 1 pair of magnoculars, 1 chameleoline cloak, 1 hand-held targeter, 2 pict recorders per Squad

Regimental Drawback: Lost Homeworld [-5pts] [HoE 046]
	Special: 1d10 when replacing: 3-4 original regiment, 5-10 another regiment, 1-2 no reinforcements
        Talent: Hatred (Rogue Psykers)

Favored Basic Weapon: Las Carbine
Favored Heavy Weapon: M41 Multi-laser

Additional Equipment [30/30]:
        Add a laspistol and 2 charge packs as a sidearm      [ 5]
        Add a clip/drop harness to standard kit              [ 5]
        Add preysense goggles to standard kit                [15]
        Add a grapnel to standard kit                        [ 5]

Characteristics [1200XP]

Skills [1200 XP]
Athletics ⬛⬜⬜⬜
Awareness ⬛⬜⬜⬜
Common Lore (*) ⬛⬜⬜⬜
Scholastic Lore (**) ⬛⬜⬜⬜
Linguistics (***) ⬛⬜⬜⬜
Logic ⬛⬜⬜⬜
Navigate (Surface) ⬛⬜⬜⬜
Psyniscience ⬛⬛⬛⬜
Forbidden Lore (+) ⬛⬜⬜⬜
Scrutiny ⬛⬜⬜⬜
Stealth ⬛⬜⬜⬜
Survival ⬛⬜⬜⬜
Tech-Use ⬛⬜⬜⬜
(*): Adeptus Astra Telepathica, Imperial Guard, War
(**): Cryptology
(***): Low-Gothic, High-Gothic
(+): Psykers, Daemonology
Stat Roll Boni Advance Total XP cost
WS 11 31
BS 17 +3[hw] 40
S 12 32
T 11 31
Ag 11 31
Int 15 5 40 100
Per 14 +3[hw] +3[rt] +10[ded] 10 60 750
WP 16 +5[psy] 10 51 350
Fel 12 -3[rt] 29
Wounds 11 3 [roll] + 8 [psy]
Fate Points 1 1 [roll]
Insanity 8
Corruption 2
Initiative +6 1d10 + 6 [combat sense]
Movement 3 3[1/2] 6[1] 9[charge] 18[run]

Talents [2450 XP]

Comrade
Name Diego Ramirez
Demeanor Old
State Normal
Orders
Ultimate Sanction [250 XP] 
Effect: The Psyker’s Comrade carefully watches him for any signs that he might be losing control of his powers, ready to step in with any means necessary. As long as his Comrade is in Cohesion, the Sanctioned Psyker may take 1d5 Wounds, ignoring Armour and Toughness, to re-roll any result on Table 7–2: Psychic Phenomena
Ambush [HoE 096]
This character’s attacks against Unaware Targets inflict 1 additional Damage for every 2 Degrees of Success on the Weapon Skill or Ballistic Skill Test beyond the first
Combat Sense [OW 142]
The character may use his Perception Bonus in place of their Agility Bonus when rolling Initiative.
Favoured By The Warp [OW 144] [400 XP]
Whenever a Power Roll results in Psychic Phenomena, the character may roll one additional time on that table and take the more favourable result. Perils of the Warp affect him as normal
Hatred (Rogue Psykers) [OW 145]
When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or outclassed.
Heightened Senses (Hearing) [OW 145]
The character gains a +10 bonus to any Tests specifically involving this sense.
Infused Knowledge [OW 146] [400 XP]
The character counts as having all Common Lore and Scholastic Lore Skills at Rank 1 (Known) (basically they know something about everything). Such is their skill, they also add one Degree of Success to any successful Common or Scholastic Lore Tests.
Jaded [OW 146] [300 XP]
Mundane events, from death’s horrific visage to xenos abominations, do not force the character to gain Insanity Points or make Fear Tests. Terrors of the Warp still affect the character normally.
Psy Rating 3 [OW 095] [600 XP]
The character is a psyker. In game terms, his power is rated on a scale of 1 to 10
Total Recall [OW 152] [300 XP]
The character can automatically remember trivial facts or pieces of information the character might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.
Warp Sense [OW 153] [200 XP]
After gaining this Talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such a Warp signature or a creature, the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use Awareness to spot an ambush without knowing it is there.

Psy Powers [450 XP]

Minor Powers
Divination Cause a small event of fortune or misfortune to befall a nearby character (finding a lho-stick on the ground, tripping on a root) [50 XP]
Scrier's Gaze [OW 232]
Action: 30 minute ritual
Focus Power: Psyniscience (+0)
Subtype: Concentration
To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision—drawing Tarot cards, casting runes, gazing deep into fire, the methods to this are as varied as the stars of the Imperium. At the end of this thirty minutes, the psyker makes his Focus Power Test to project his vision over the battlefield. Each Degree of Success reveals more information, as explained on Table 7–4: Scrier’s Gaze Results.
Foreboding [OW 231]
Action: Reaction
Focus Power: Perception (-10)
Subtype: Concentration
In any situation where the psyker would be called upon to make an Evasion Test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion Test.
Dominate [OW 237] [200 XP]
Action: Full Action
Focus Power: Opposed Willpower (+0)
Range: 5 m x Psy Rating
Subtype: Concentration
The psyker nominates a number targets in range and line of sight up to half his Psy Rating (rounded up) who opposes this power with a Willpower Test. Those targets that fail to resist the power must follow a simple command given by the psyker. Some example orders include “Flee,” “Fall,” or “Attack your friend.” If the command is a potentially suicidal act, the targets receive a +20 to their Willpower Tests. In all cases the command must be achievable in a single Round.
Smite [OW 230] [200 XP]
Action: Half Action
Focus Power: Willpower (+0)
Range: 20 m x Psy Rating
Subtype: Attack, Concentration
Smite is a Psychic Barrage that deals 1d10 + Psy Rating Energy Damage with a Pen of 4.

Wargear

Specialist Equipment
  Data-Slate
  Psy Focus (Imperial Tarot Deck)
  Best Craftsmanship Staff
Inquisitorial Equipment
  Hot-shot Lasgun
  Backpack Power Pack
  Storm Trooper Carapace (including a uniform helmet with a Good Photo-Visor, a Good Micro-Bead, and a Gasmask built in)
Mission Issue Equipment
   
Regimental Kit
Uniform
Poor weather gear
Knife
Flak vest
Rucksack
Basic Tools
Mess Kit and Canteen
Blanket and Sleep Bag
Rechargeable Lamp Pack
Grooming Kit
Cognomen Tags
Primer
Rations (2 weeks)
Las Carbine (Main Weapon) and 4 charge packs
Las Pistol (Sidearm) and 2 charge packs
Blind, Stun and Frag grenades, 2 each
Magnoculars
Chameleoline Cloak
Hand-held Targeter
Clip/Drop Harness
Grapnel
Preysense Goggles

Equipment Stats

Armor

Name Covers AP Weight Special
Stormtrooper Carapace All 7 15 kg uniform helmet with a Good Photo-Visor, a Good Micro-Bead, and a Gasmask built in
Flak vest Body 3 5 kg --

Weapons

Name Range RoF Dam Pen Clip Rld Weight Special
Las Carbine 75 m S/2/- 1d10+3 E 0 60 Half 2.5 kg Reliable
Las Pistol 30 m S/2/- 1d10+2 E 0 30 Half 1.5 kg Reliable
Hot-shot Lasgun 90 m S/2/- 1d10+4 E 7 30 2 Full 6 kg --
Stun grenade SBx3 S/-/- Spc. 0 1 -- 0.5 kg Blast(3), Concussive(2)
Blind grenade SBx3 S/-/- 2d10 E 0 1 -- 0.5 kg Smoke(3)
Frag grenade SBx3 S/-/- 2d10 X 0 1 -- 0.5 kg Blast(3), Ogryn-Proof
Knife 5 m -- 1d5 R 0 -- -- 1kg --
Staff M -- 1d10+1 I 0 -- -- 3 kg Balanced, Primitive(7), Best