Lord-General Castor
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"Men Must die, so that Humanity may live"

Weapon Skill Ballistic Skill Strength Toughness Agility
(2) 25 (3) 30 (2) 25 (2) 20 (2) 25
Intelligence Perception Willpower Fellowship Influence
(4) 45+ (3) 30 (4) 45+ (6) 65+++++ (4) 48

Homeworld, Background & Role

High Born Imperial Guard Hierophant
Homeworld Aptitude: Fellowship Background Aptitude: Leadership Role Aptitude: [Intelligence], Offence, Social, Toughness, Willpower
Breeding Counts: If anything would reduce influence, that reduction is 1 less Talents: Weapon Training (Las, Low Tech) Talents: Hatred
Modifiers: + Fellowship, + Influence, - Toughness Traits: - Sway The Masses: A fate point may be spent to automatically succeed on any Charm, Command, or Intimidate skill test with a number of degrees of success equal to the characters WP bonus
Fate Threshold: (4) Fate points Hammer of the Emperor When attacking the same target as an Ally, the Guardsman can re-reroll any 1 or 2 results on the damage dice
Wounds: 11 (8+1d5) Skills: Athletics, Command, Common Lore (Imperial Guard), Operate (Surface), Navigate (Surface)

Talents

Weapons Training Las-weapons, Low tech, Launcher weapons T1
Hatred [Heretical Cults] When engaged in combat with the listed enemy, gain a +10 bonus on all combat tests against them, however, must also making a (+0) WP test to forcibly retreat or surrender against non-suicidal odds T1
Jaded Non-supernatural effects do not cause the character to gain insanity points or make fear tests. Supernatural entities may still cause such T1
Resistance [Fear] - T1
Peer [Imperial Guard] (x4) Gain a +40 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 4 when this talent is purchased T1
Peer [Imperial Navy] (x2) Gain a +20 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 2 when this talent is purchased T1
Peer [Inquisition] (x2) Gain a +20 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 2 when this talent is purchased T1
Clues from the Crowd - T1
Face in the Crowd - T2
Cover-Up - T2
Contact Network - T2
Sprint When taking a full move action, move (x) number of metres extra equal to your agility bonus. Additionally, whenever a run action is taken, double the normal distance. T3
Halo of Command - T3
Adamantium Faith - T3

Skills

Known (+0) Trained (+10) Experienced (+20) Veteran (+30)
Athletics Charm Command
Common Lore (Imperial Guard) Deceive
Operate (Surface) Inquiry
Navigate (Surface)

Traits


Vitals

Fate Points (4)
Wounds (11) Insanity 0 Corruption 0
XP Total: 10,000
XP Free: 200

Psychic Powers


Mutations


Equipment

Weapons:

Grenade Launcher, with expanded magazine Dam: -, Pen: -, Range: 60m, RoF: S/-/-, Clip: 9, Reload: 2 Full, Special: Ammo types
Frag Grenades: Dam: 2d10, Pen: 0, Special: Blast (3)
Krak Grenades: Dam: 2d10+4, Pen: 6, Special: Concussive (0) (Count as having Vengeful (9) against vehicles)
Las Pistol Dam: 1d10+2, Pen: 0, Range: 30m, RoF: S/2/-, Clip: 30, Reload: Half, Special: Reliable
Sword Dam: 1d10, Pen: 0, Range: M, Special: Balanced

Gear:

Imperial Guard Flak Armour Grants Armour (4) to all locations.
Vox Caster Allows for extended range communication on dedicated channels across great distances and even to ships in Orbit
Combat Vest Able to told up to 15kg of equipment. Anything stored in a Combat vest may be drawn as a free-action
Grapnel and Line Can be launched up to 100m away, once it latches, it can either be climbed manually or power-lifted at a rate of 5m per round. Can support up to 200kg
Magnoculars Dramatically magnify visual distance, as well as provide read outs on heat sources, target positioning, and acts as a pict-taker

Cybernetics:

Vocal Implant (Good condition) Allows the character to control the volume of their voice, acting as built in megaphone if required
Bionic Legs (Good condition) Grants the "Sprint" Talent and confers a +20 bonus to all Agility tests made to Jump or Leap

Ammo Pouch:

Frag Grenades Dam: 2d10, Pen: 0, Special: Blast (3) x9
Krak Grenades Dam: 2d10+4, Pen: 6, Special: Concussive (0) (Count as having Vengeful (9) against vehicles) x9

Requisition Details:

Starting Requisitions: Source
Vocal Implant (Good condition) Allows the character to control the volume of their voice, acting as built in megaphone if required Starting
Bionic Legs (Good condition) Grants the "Sprint" Talent and confers a +20 bonus to all Agility tests made to Jump or Leap Starting
Grenade Launcher, with expanded magazine Dam: -, Pen: -, Range: 60m, RoF: S/-/-, Clip: 9, Reload: 2 Full, Special: Ammo types Starting
Vox Caster Allows for extended range communication on dedicated channels across great distances and even to ships in Orbit Starting

Back Story


Abilities cheat sheet:

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