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A Character in [[Deathwatch:_Righteous_Few]]
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== Background ==
 
== Background ==
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8 hours later the forces of chaos turned away. Of the 500 that came to the planet, less than a hundred were left. Hjalmar lay upright on a pile of bodies. All eight of his brothers were motionless and breathless on the ground around him. He found a flask and took a shot. “This one is for all of you.” His body was mutilated, but he was alive. A ship flew over, tracking his lone life signature. He raised his one hand that still worked. His suit was gray the night before, but now it was red. For not being human, the chaos marines still bleed red.
 
8 hours later the forces of chaos turned away. Of the 500 that came to the planet, less than a hundred were left. Hjalmar lay upright on a pile of bodies. All eight of his brothers were motionless and breathless on the ground around him. He found a flask and took a shot. “This one is for all of you.” His body was mutilated, but he was alive. A ship flew over, tracking his lone life signature. He raised his one hand that still worked. His suit was gray the night before, but now it was red. For not being human, the chaos marines still bleed red.
 
===Becoming an Iron Priest===
 
 
After being pulled out, Hjalmar was severely wounded and needed much surgery. He might have never been able to fight again, if not for the cybernetics gifted from the Forge Master [https://warhammer40k.fandom.com/wiki/Harl_Greyweaver Harl Greyweaver]. As most gifts, these came with a price. Hjalmar was a lone wolf. His entire unit had perished. There were two ways to regain honor and be given a new unit. Harl gave him only one. So after a year of apprenticeship under the Iron Priest at Watch Fortress Erioch, Hjalmar went to Mars for three years of training. He also spent time on Saturn and Titan under practical experience with his work - repairing and upgrading weapons, armor, and vehicles for the marines of various planets in the Solar Sector.
 
 
He would talk with Greyweaver regularly and use remote sessions for further training that would apply beyond the priesthood as use as a Space Wolf or a Deathwatch. After his time, he spent two more years at Fang as a Journeyman.
 
 
===Enlistment to Deathwatch===
 
 
Finally complete, Harl tapped the full Iron Priest to serve a term with the Deathwatch. Of course Watch Fortress Erioch had a Forge Master. But there was much need at the busy Watch Station Sargossa. So Iron Priest Longfang took the next shuttle to Jericho Reach.
 
  
 
== Stats ==
 
== Stats ==
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! Weapon Skill !! Ballistic Skill !! Strength !! Toughness !! Agility !! Intelligence !! Perception !! Willpower !! Fellowship!! Wounds !! Fate !! Insanity !! Corruption
 
! Weapon Skill !! Ballistic Skill !! Strength !! Toughness !! Agility !! Intelligence !! Perception !! Willpower !! Fellowship!! Wounds !! Fate !! Insanity !! Corruption
 
|-
 
|-
| 48 || 41 || 50/70 (10/12) || 52 (10) || 43 || 47 || 43 || 43 || 48 || 19 || 3 || - || -
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| 48 || 41 || 50 (10) || 52 (10) || 43 || 47 || 43 || 43 || 48 || 19 || 3 || - || -
 
|}
 
|}
  
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! Attr.
 
! Attr.
 
! Bonus
 
! Bonus
|-  
+
|-
 +
|-
 +
| Acrobatics
 +
| Ag
 +
|
 +
|-
 +
| Barter
 +
| Fel
 +
|
 
|-
 
|-
 
| Charm
 
| Charm
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| Logic
 
| Logic
 
| Int
 
| Int
|
 
|-
 
| Scrutiny
 
| Per
 
 
|  
 
|  
 
|-
 
|-
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| Awareness
 
| Awareness
 
| Per
 
| Per
| +20
+
|  
 
|-
 
|-
 
| Carouse
 
| Carouse
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Default Talent or Trait
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! Talent or Trait
 
! Description
 
! Description
 
|-
 
|-
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| Auto-confirm Righteous Fury against aliens
 
| Auto-confirm Righteous Fury against aliens
 
|-
 
|-
| Heightened Senses (Sight, Sound, Smell)
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| Heightened Senses (Sight, Sound)
 
| +10 bonus to relevent senses
 
| +10 bonus to relevent senses
 
|-
 
|-
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| Quick Draw
 
| Quick Draw
 
| Ready as a free action
 
| Ready as a free action
|-
 
| Counterattack
 
| After a successful parry, get a free attack using the parried weapon at a -20 penalty.
 
 
|-
 
|-
 
| Resistance (Psychic Powers)
 
| Resistance (Psychic Powers)
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| Unnatural Toughness (x2)
 
| Unnatural Toughness (x2)
 
| Increase charactertistic bonus by two
 
| Increase charactertistic bonus by two
|}
 
 
{| class="wikitable"
 
|-
 
! Gained Talent or Trait
 
! Description
 
|-
 
| Mechanicus Implants Trait
 
| The character is a servant of the machine-god, an initiate into the mysteries of the Priesthood of Mars and as such is a vessel for the following implants
 
| Electro-Graft; Electoo Inductors; Respirator Unit; Cyber-Mantle; Potentia Coil; Cranial Circuitry
 
|-
 
| Electro-Graft Use
 
| The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to common lore, inquiry, or tech-use tests while connected to a data port.
 
|-
 
| Mechandendrite Use (Servo-Arm)
 
| Servo arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines
 
|-
 
| The Flesh is Weak (1)
 
| This talent grants the character the Machine Trait with armor points equal to the number of times this Talent has been taken.
 
|-
 
| Machine Trait
 
| Machines do not breathe, are immune to effects of a vacuum, extremes of cold, any mind influencing psychic effect, and their Armor Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armor Points for each location. This number is indicated next to the trait.
 
|-
 
| Autosanguine
 
| When applying healing, the character is always considered lightly damaged, and heals at an increased rate, removing 2 points of damage per day
 
|-
 
| Hatred (Chaos)
 
| When fighting [Chaos], in close combat, the character gains a +10 bonus to all weapon skill tests made against them.
 
|-
 
| Right of Awe
 
| All humans within 50 m radius feel a sense of dread and take a -10 to their next skill test. PCs may ignore with a successful willpower test. The rite requires a one half action speaking the litany in Techna-Lingua.
 
 
|}
 
|}
  
 
==Combat Stats==
 
==Combat Stats==
  
===Current Requisition===
 
 
{| class="wikitable" border="0" style="text-align:center"
 
{| class="wikitable" border="0" style="text-align:center"
 
! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown
 
! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown
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! Astartes Servo-Arm !! WS !! Trad !! Melee !! - !! 2d10+14 I !! 10 !! - !! - !! - !! 2 !! - !! -
 
! Astartes Servo-Arm !! WS !! Trad !! Melee !! - !! 2d10+14 I !! 10 !! - !! - !! - !! 2 !! - !! -
 
|-
 
|-
! Astartes Bolter !! BS !! Basic !! 100m !! S/3/- !! 1d10+9 X !! 4 !! 28 !! Full !! Tearing !! 18 !! - !! -
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! Astartes Bolter Combi Flame !! BS !! Basic !! 100m !! S/2/4 !! 2d10+5 X !! 5 !! 26 !! Full !! Tearing !! 25 !! 15 !! Respected
|-
 
! Mounted Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 3 !! - !! - !! Tearing !! +8 !! +9 !! -
 
 
|-
 
|-
! Red Dot Laser Sight !! +10 BS!! Sight !! - !! S/-/- !! - !! - !! - !! - !! Optic !! +0.5 !! +10 !! -
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! Astartes Bolter Combi Flame !! BS !! Flame !! 100m !! S/-/- !! 2d10+3 E !! 6 !! 1 !! Full !! Tearing !! 0 !! 0 !! Respected
 
|-
 
|-
! Astartes Hand Flamer !! BS !! Pistol !! 10m !! S/-/- !! 1d10+7 E !! 4 !! 4 !! 2 Full !! Flame !! 6 !! 10 !! -
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! Astartes Bolt Pistol !! BS !! Pistol !! 20m !! S/3/- !! 2d10+5 X !! 5 !! 14 !! Full !! Tearing !! 5.5 !! - !! -
 
|-
 
|-
! Astartes Combat Knife !! WS !! Trad !! Melee !! - !! 1d10 R !! 2 !! - !! - !! - !! 2 !! - !! -
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! Astartes Combat Knife !! WS !! Trad !! Melee !! - !! 1d10+2 R !! 2 !! - !! - !! - !! 2 !! - !! -
 
|-
 
|-
! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10+2 X !! 0 !! - !! Blast (4) !! - !! 0.8 !! - !! -
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! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10 X !! 0 !! - !! Blast (5) !! - !! 0.8 !! - !! -
 
|-
 
|-
 
! Astartes Krak Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 3d10+4 X !! 6 !! - !! - !! - !! 0.8 !! - !! -
 
! Astartes Krak Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 3d10+4 X !! 6 !! - !! - !! - !! 0.8 !! - !! -
 
|-
 
|-
! Breaching Auger !! WS !! Power !! Melee !! - !! 2d10+11 R !! 7 !! - !! - !! Power Field, Unwieldy, Tearing !! 28 !! 18 !! -
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! Astartes Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 4 !! - !! - !! Balanced, Tearing !! 10 !! 5 !! -
 
|}
 
|}
 
 
{| class="wikitable" border="0" style="text-align:center"
 
{| class="wikitable" border="0" style="text-align:center"
  
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* '''Dodge: +0'''  
 
* '''Dodge: +0'''  
 
* '''Parry: +0'''
 
* '''Parry: +0'''
|}
 
 
===Other Used Requisition===
 
{| class="wikitable" border="0" style="text-align:center"
 
! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown
 
|-
 
! Astartes Bolter Combi Flame !! BS !! Basic !! 100m !! S/3/- !! 1d10+9 X !! 5 !! 26 !! Full !! Tearing !! 25 !! 15 !! Respected
 
|-
 
! Astartes Bolter Combi Flame !! BS !! Flame !! 20m !! S/-/- !! 1d10+9 E !! 4 !! 1 !! Full !! Flame !! 0 !! 0 !! Respected
 
|-
 
! Astartes Bolt Pistol !! BS !! Pistol !! 30m !! S/2/- !! 1d10+9 X !! 4 !! 14 !! Full !! Tearing !! 5.5 !! - !! -
 
|-
 
! Astartes Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 3 !! - !! - !! Balanced, Tearing !! 10 !! 5 !! -
 
|-
 
! Astartes Power Axe !! WS !! Trad !! Melee !! - !! 1d10+8 E !! 6 !! - !! - !! Power Field, Unbalanced !! 10 !! 20 !! Respected
 
|}
 
 
* '''Combi Tool'''
 
** Commonly found in the hands of Techmarines, combi-tools are versatile, if somewhat bizarre, mechanical devices. They are spindlet with small implements that interface, cut, solder, and anoint.
 
** +10 bonus to Tech Use Tests
 
*** 15 Requisition
 
  
 
== Equipment ==
 
== Equipment ==
=== Tools ===
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=== Weapons ===
* '''Multi Key'''
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* '''Weapon Name'''
** As it can open most standard Imperial locks, a multikey is reason for suspicion in the hands of a common citizen. For organisations like the Deathwatch they are indispensable, as it is considerably faste rand quieter to infiltrade the enemy's fortifications than to blast through them.  
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** Notes about weapon (upgrades, quirks, etc.)
** +30 bonus to an Securty Test when trying to open locks
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** Weapon Statline
*** 15 Requisition
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*** Flavor text
  
 
=== Armour ===
 
=== Armour ===
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**One other common cybernetic
 
**One other common cybernetic
  
=== Cybernetics ===
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=== Other Equipment ===
* '''Astartes Servo-Arm'''
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* '''Equipment name'''
** A servo-arm can extend up to 1.5 meters. A Techmarine uses the arm's strength value of 75 with Unnatural Strength (x2) rather than his own. The limb's gripping mandibles allow the Techmarine to lift heavy objects or anchor himself to a suitable point as a Free Action.
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** Equipment type
** Astartes servo-arms are more than just repair tools, and make deadly weapons. The Techmarine may strike with the arm as his reaction for the round, or as a standard attack during his turn as long as the servo-arm only makes one attack per round. This attack uses the Techmarine's weapon skill, and deals 2d10+14 impact damage with penetration 10.
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** Equipment description
 
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*** Flavor text
* '''Auger Array'''
 
** Implant
 
** This duplicates the effects of sensor systems that go beyond the human horizons of perception. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard handheld auspex.
 
*** This is used to detect energy emissions, motion, and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50,. though walls more than 50 cm thick and certain shielding materials can block the scan.
 
 
 
* '''Exceptional Mind Impulse Unit (MIU)'''
 
** Implant
 
** These devices, also known as sense-links, allow the owner to direct interface with a machine or technological device. MIUs see widespread use amoung Techmarines. A basic MIO implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes - and possibly mecadendrite connectors - in addition to the spinal plug.
 
*** Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems.
 
  
 
== Experience  ==
 
== Experience  ==

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