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Otho Morn Otho positions himself on the far side of the room in an effort to avoid antagonizing the Navigator and Missionary any more than necessary. "Not sure there's all that much to talk about, Fleet said investigate and I doubt they had 'Slow Flyby' in mind. All we've got so far is a mysteriously mostly empty station with a single human lifesign. We should send in a small recon team, figure out what's running around down there, and if whatever it is is manageable, see about getting that survivor and anything that can be coaxed out of the machine spirits. And then get out. We can always go back for salvage and supplies if the intel says it's worth the risk." pre:Name: Otho Morn Career: Arch-Militant Rank: 3 XP: 10850/11000 Homeworld: Fortress World Birthright: Stubjack Lure of the Void: Renegade/Dark Visionary Trials and Travails: Calamity Motivation: Vengeance WS: 40 (+5 base, +5 Simple, +5 Intermediate) BS: 60 (+15 base, +5 Homeworld, +5 Birthright, +5 Simple, +5 Intermediate) S: 40 (+5 base, +5 Simple, +5 Intermediate) T: 50 (+15 base, +5 Simple, +5 Intermediate) Ag: 50 (+15 base, +5 Simple, +5 Intermediate) Int: 30 (+10 base, -5 Homeworld) Per: 40 (+15 base) WP: 50 (+20 base, +5 Homeworld) Fel: 15 (-5 Homeworld, -5 Birthright) Wounds: 17 Corruption: 0 Insanity: 5 Fate: 3 Skills: Awareness +20 Common Lore (Imperial Guard, War +10) Dodge +20 Forbidden Lore (Pirates, Officio Assassinorum) Intimidate +10 Medicae Scholastic Lore (Tactica Imperialis) Secret Tongue (Military +10) Speak Language (Low Gothic) Tracking +10 Talents: Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Primitive, Chain, Shock, Power) Hatred (Orks, Pirates) Nerves of Steel Quick Draw Dark Soul Light Sleeper Hardy True Grit Double Team Traits: Weapon Master (Basic): +10 to hit, +2 damage, +2 init w/Basic weapons Constant Combat Training: -5 penalty on non-combat social tests Untouchable(5): Suffer -10 to interaction skills, Immune to psychic powers, Psychic powers lose 5 psy rating within 5 meters. Armour: Enforcer Light Carapace (Arms 5, Body 5, Head 5, Legs 5) Weapons: * Good Sword (1d10+4 R; Pen 2; Balanced, +5WS, Mono) * Good Hellgun (Lucius) (110m; S/3/-; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full; uses 10kg backpack source, can use upgraded power pack, Reliable) * Good Meltagun (Mezoa) (20m; S/-/-; 2d10+8 E; Pen 13; Clip 10; Reload 3 Full; Reliable) Starting Gear: Void Suit Medikit Manacles Micro-bead Common Enforcer Light Carapace Good Hellgun (Lucius) Good Sword w/Mono Acquisition: Good Meltagun (Mezoa)
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