Leo-36

From RPGnet
Revision as of 17:29, 20 November 2012 by 203.117.131.41 (talk)
Jump to: navigation, search

Background

Overview

A former loyalist who was cast out of the Imperium by the slander and calumny of his peers, Leo-36 has embraced the heretek lifestyle and revels in debauchery and the bloody press of melee combat.

Appearance

After extensive conversion, Leo is now more machine than man and resembles a steel-skinned humanoid with chiselled metallic features and fiberglassed hair. He garbs himself in a suit of archaic plate armor constructed from advanced materials (counting as light carapace) and wields a power axe of his own design which uses the power of his potentia coil to energize itself.

Personality

  • Wealth:
    • Extra Acquisition at +20, -3 WP
  • Greed:
    • +4 Corruption, -10 Commerce
  • Perfection
    • +5 Ag, -3 Per, -3 Fel

Desires and Goals

To return to the Lathes one day and show the ones who cast him out how much he appreciates them for starting him on the Path to Glory.

Enemies and Hatreds

History

Views

Profile

Character Name Player Name Race Archetype Party Role Infamy Wounds Corruption Experience
Leo-36 Silent Wayfarer Human Heretek Infiltrator/Melee 22 17 5 6950/7000
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
41 36 31 41 50 50 22 31 24

Skills

  • Agility: Stealth
  • Intelligence: Logic, Tech Use, Security
    • Common Lores: Adeptus Mechanicus, Adeptus Astra Telepathica, Tech, War
    • Forbidden Lores: Archeotech
    • Languages: Low Gothic
    • Scholastic Lores: Astromancy
  • Weapon Skill: Parry

Talents

Tier One

  • Cursed Heirloom
    • Gain a piece of armor/weapon that will always stay with you.
  • Die Hard:
    • When suffering from blood loss, roll twice to avoid death.
  • Enemy (Adeptus Mechanicus):
    • Suffers a -10 to Fellowship Tests with loyal members of the Adeptus Mechanicus.
  • Cold Hearted:
    • +1 Corruption, immune to seduction, gains +20 on opposed Charm tests.
  • Mechadendrite Training (Utility):
    • Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical and countless others.
  • Technical Knock:
    • Can un-jam a weapon as a Half Action once per round.
  • Total Recall:
    • Nigh-perfect recall of any events or information learned. For extreme cases, an Intelligence Test may be called for.
  • Weapon Training:
    • Las, Power, Primary, Shock

Tier Two

  • Armor-Monger:
    • Any armor worn by the character gains +2 AP.

Tier Three

Traits

Traits

  • Binary Chatter:
    • Gain +10 to tasks that involve ordering or communicating with servitors
  • Mechanicus Implants:
    • All manner of Mechanicus-related augmentations
  • Machine (4)
    • Gain 4 points of AP that stack with armor but not Natural Armor. All the creature's AP count against Fire. Immune to mind-affecting psychic powers, vacuum, cold and breathing effects.
  • Mechanicus Implants:
    • All manner of Mechanicus-related augmentations
  • The Quick and the Dead: A squishy (or slightly crunchy, as it may be) human in the vortex must react fast to live.
    • +2 to Initiative rolls.
  • Unnatural Intelligence (+2):
    • +2 to Intelligence Bonus, -10 to the difficulty of all Intelligence-based tests.
  • Unnatural Strength (+4):
    • +4 to Strength Bonus, -20 to the difficulty of all Strength-based tests.

Mutations

Equipment

Armour

  • Light Carapace Armour:
    • Locations (Arms, Body, Legs), AP 5, 15 kg, Rare

Weapons

Power Axe (Best) w/ Cursed Metal

Range RoF Dam Pen Mag Reload Special Weight Availability
Melee N/A 1d10+15 E 7 N/A N/A Power Field, Unbalanced 8 kg Extremely Rare

Heirloom Shield (Best) w/Mono and Maglock upgrades

Range RoF Dam Pen Mag Reload Special Weight Availability
Melee N/A 1d10+7 I 2 N/A N/A Defensive 3 kg Very Rare

Cybernetics

  • Cerebral Implant (Good):
    • Gain Unnatural Intelligence (+2), +20 to Logic and Lore Tests
  • Luminen Capacitors (Good):
    • May recharge drained objects with a Toughness test. Gain +10 to this test.
  • Optical Mechadendrite (Good)
    • It grants a +10 bonus to all Perception-based tests and may also be used as a telescopic sight. The infra-red torch and sensors incorporated mean no penalties due to darkness and gains the user a +20 bonus to vision-based Perception Tests at night. Has Glow globe also.
  • Synthmuscle (Best):
    • Unnatural Strength (4)

Other Gear

  • Combi-tool
    • +10 to Tech-Use Tests
  • Unholy unguents
  • Dataslate
  • Cameleoline Cloak

Alignment

  • Khorne: 0
  • Nurgle: 0
  • Slaanesh: 0
  • Tzeentch: 0
  • Unaligned: 0

Experience

Experience (Total: 7000, Used: 6450)

  • Stealth (200xp)
  • Cursed Heirloom (250xp)