Salvador Arroyo

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Overview

Salvador 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 1 dose of de-tox and an injector 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 (Psykers) ⬛⬜⬜⬜
Forbidden Lore (aemonology) ⬛⬜⬜⬜
Scrutiny ⬛⬜⬜⬜
Stealth ⬛⬜⬜⬜
Survival ⬛⬜⬜⬜
Tech-Use ⬛⬜⬜⬜
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 ## 1d5 [roll] + 8 [psy]
Fate Points # # [roll]
Insanity 2d10
Corruption 1d5

Talents [2450 XP]

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.