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Azhais
Feb 5, 2007
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)