Difference between revisions of "Kryellos Hardfist"

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Now Kryellos finds herself looking for employment as a gun-for-hire.  Despite her upbringing and battle-scarred life (or perhaps because of it), Kryellos is mostly amiable towards her associates, though some who know her have labelled her sense of humor as slightly Daemonic.  Thanks to the teaching she received during those first years in the void, she is fairly loyal, rarely mistreats those in her command, and in some cases will even make sacrifices for those whom she holds in high esteem.
 
Now Kryellos finds herself looking for employment as a gun-for-hire.  Despite her upbringing and battle-scarred life (or perhaps because of it), Kryellos is mostly amiable towards her associates, though some who know her have labelled her sense of humor as slightly Daemonic.  Thanks to the teaching she received during those first years in the void, she is fairly loyal, rarely mistreats those in her command, and in some cases will even make sacrifices for those whom she holds in high esteem.
  
Strangers, however, are an entirely different matter.  Kryellos is naturally very suspicious and always assumes the worst of anyone she meets.  She also has a notoriously bad habit of resting her hand on the hilt of her Hellgun or Bolt Pistol every time she passes someone in close quarters (which happens quite frequently on a void ship).  Those who wish to avoid frequent repetitions of this disconcerting experience must earn her trust, a task which can take months, often years, to complete.
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Strangers, however, are an entirely different matter.  Kryellos is naturally very suspicious and always assumes the worst of anyone she meets.  She also has a notoriously bad habit of resting one hand on the hilt of her Hellgun or Bolt Pistol every time she passes someone in close quarters (which happens quite frequently on a void ship).  Those who wish to avoid frequent repetitions of this disconcerting experience must earn her trust, a task which can take months, often years, to complete.
  
 
==Characteristics==
 
==Characteristics==

Revision as of 12:33, 9 July 2012

Main Page

Background

Career

Arch Militant

Total XP

11,000

Origin Path

Home World: Death World

  • -10 penalty on Interaction Skill Tests in formal settings
  • +10 bonus on any test for resisting pinning of Shock

Birthright: Stubjack

Lure of the Void: Crusade: Warrior (250 xp)

Trials and Travails: Calamity (Inured to Adversity)

Motivation: Pride

Bio

Growing up on Baal, you walk hand-in-hand with Death. There's no escape from it, no respite, and if you want to escape it's grasping clutches for another day, you have to have the tenacity of a Catachan Face Eater and the will of Sanguinius himself. It was in this environment that Kryellos grew up, living hand to mouth and knife at the ready. As a young girl, she lived through hardships that would've killed most normal people, giving her a knack for survival and a strong dislike for weakness.

Even at an early age she demonstrated great prowess with all sorts of weaponry, as well as excellent footwork and an uncanny ability to sense her enemy's movements before they ever struck. These skills earned her credit with some of the more prestigious gangs in Baal, but it also garnered more powerful (and resourceful) enemies.

Consequently, when an Imperial Battleship, the [I]Emperor's Sword[/I], landed for emergency resupplying on Baal, Kryellos praised whatever deity was responsible for this opportunity and proceeded to secure passage with them. She sailed the deep void aboard this vessel for several years, during which her tenacious spirit, deadly aim, and lust for battle soon earned her a commanding position among the soldiers. At the same time, her fellow-warriors, many of whom had served in the Crusades, taught her much about war, from medicine to tactics, as well instructing her in the ways of the saints. Though she never put much stock in all their talk of the God-Emperor, Kryellos's instinct for self-preservation discerned the benefits of the more physical aspects of the Ecclesiarchal doctrines and she applied them in her own life. She came to think of these soldiers more as her family than her comrades and still keeps a bolt shell around her neck from their glorious last battle. The enemy were 3 Ork Kroozers who ambushed them deep in the void, and the ship and most of her crew went down in flames, but only after she'd taken 2 of the Orkish ships with her and badly damaged the third. She was one of the fortunate few who managed to make a harrowing escape from the burning ship aboard a damaged assault fighter piloted by a half-crazed Psyker (at one point he mistook an asteroid for Khorne himself and tried to ram it). Sadly, she left her comrades, friends, and left arm behind in the burning ship, none of which were seen again.

Now Kryellos finds herself looking for employment as a gun-for-hire. Despite her upbringing and battle-scarred life (or perhaps because of it), Kryellos is mostly amiable towards her associates, though some who know her have labelled her sense of humor as slightly Daemonic. Thanks to the teaching she received during those first years in the void, she is fairly loyal, rarely mistreats those in her command, and in some cases will even make sacrifices for those whom she holds in high esteem.

Strangers, however, are an entirely different matter. Kryellos is naturally very suspicious and always assumes the worst of anyone she meets. She also has a notoriously bad habit of resting one hand on the hilt of her Hellgun or Bolt Pistol every time she passes someone in close quarters (which happens quite frequently on a void ship). Those who wish to avoid frequent repetitions of this disconcerting experience must earn her trust, a task which can take months, often years, to complete.

Characteristics

WS BS S T Ag Int Per WP Fel Wounds Insanity Corruption Fate Points
50 50 45 50 50 25 40 30 15 8 +3+(1*4)= 15 1 0 1




Characteristic Advances

  • WS
    • Simple (250 xp)
  • BS
    • Simple (100 xp)
    • Intermediate (250 xp)
  • S
    • Simple (100 xp)

Movement

Half-Action: 5 m

Full Action: 10 m

Charge: 15 m

Run: 30 m

Skills and Talents

Skills

  • Common Lore
    • War
  • Dodge
  • Intimidate
  • Scholastic Lore
    • Tactica Imperialis
  • Secret Tongue
    • Military
  • Speak Language
    • Low Gothic
  • Survival

Advances

  • Secret Tongue (100 xp)
    • Rogue Trader
  • Drive (200 xp)
    • Ground Vehicles
  • Medicae (200 xp)
  • Tracking (200 xp)
  • Dodge
    • +10 (200 xp)
    • +20 (300 xp)
  • Awareness
    • Basic, trained (100 xp)
    • +10 (200 xp)
    • +20 (200 xp)

Talents

  • Basic Weapon Training
    • Universal
  • Pistol Weapon Training
    • Universal
  • Melee Weapon Training
    • Universal
    • Primitive
  • Thrown Weapon Training
    • Universal
  • Sound Constitution IV
    • Sound Constitution
    • Sound Constitution x3
  • Jaded
    • Outrageous events do not cause Insanity Points or Fear Test. N/A to Terrors of the Warp.
  • Quick Draw
    • Can ready as a Free Action with Basic/Pistol/One-handed Melee weapon
  • Light Sleeper
    • Counts as awake even when asleep
  • Nerves of Steel
    • May re-roll failed WP tests to avoid or recover from pinning
  • Meditation
    • Success on WP test and 10 minutes uninterrupted removes 1 Fatigue Level

Advances

  • Ambidextrous (200 xp)
    • Do not suffer -20 penalty for using off hand
    • Penalty for making attacks with weapons in both hands with Two-Weapon Wielder drops to -10
  • Bloodtracker (500 xp)
    • Group gets +100 Objective Points towards Military/Criminal objectives when turning in a fugitive for bounty
  • Two-Weapon Wielder (200 xp)
    • Ballistic
      • May use a weapon (of the same type) in each hand
      • May attack with both weapons at the same time (-20 penalty, altered to -10 by Ambidextrous)
  • Rapid Reload (200 xp)
    • Reload times are halved, rounding down
  • Rapid Reaction (200 xp)
    • Successful Ag Test allows normal behavior during ambush/surprise
  • Guardian (500 xp)
    • May sacrifice all Actions next round to switch places with an ally within 2 m
    • May only be used once per combat
  • Crack Shot (500 xp)
    • When ranged attack causes Critical Damage, add +2 to the Damage
  • Crushing Blow (500 xp)
    • Add +2 to Melee Damage
  • Catfall (200 xp)
    • May make an Ag Test as a Free Action when falling to reduce fall damage
  • True Grit (200 xp)
    • Any Critical Damage sustained is halved and rounded up

Gear

Weapons

  • 1 Good-Craftsmanship Hellgun
    • 110 m
    • S/3/-
    • 1d10+4 E
    • Pen 7
    • Clip 30
    • Rld 2 Full
    • 6 kg
  • 1 Good-Craftsmanship Kraken's-Tooth Dagger
    • Mono
    • 5 m (thrown)
    • 1d5+1 R
    • Pen 1
    • 0.4 kg
  • 1 Best-Craftsmanship Angevin-Era Chainsword (Heirloom, Pride)
    • +10 to attacks made with weapon
    • Never jams
    • 1d10+3 R
    • Pen 2
    • Balanced, Tearing
    • 6 kg
  • 2 Bolt Pistols
    • 30 m
    • S/2/-
    • 1d10+5 X
    • Pen 4
    • Clip 8
    • Rld Full
    • Tearing

Armor

  • Enforcer Light Carapace
    • 5 AP (all)
    • 15 kg
  • Light Power Armor
    • 8 AP (all)
    • +10 S when worn
    • use for 1d5 hours before recharge
    • 40 kg
    • Sororitas Emblem on shoulder

Cybernetics

  • Bionic Left Arm
    • Good-quality
    • +10 to Ag tests w/ arm
    • +10 to S test w/ arm

Equipment

  • Micro Bead
  • Void Suit
  • Bolt Shell Keepsake
  • Medikit
  • Manacles
  • Arms Coffer