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Nov 30th, 2011
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  1. WS: 70
  2. BS: 70
  3. S: 45 [SB 12]
  4. T: 45 [TB 12]
  5. Agi: 58 [AB 13]
  6. Int: 30
  7. Per: 52
  8. WP: 60
  9. Fel: 01
  10. Movement: 13/26/39/78
  11. Wounds: 54
  12. Armor: 7 All
  13.  
  14. Skills: Acrobatics +20, Athletics +20, Awareness +20, Dodge +20, Forbidden Lore (Xenos) +20, Lip Reading, Medicae +20, Operate (Surface) +20, Operate (Aeronautica), Navigate (Surface) +20, Parry, Scrutiny +20, Stealth +20, Survival +20, Security, Tech-Use +20
  15.  
  16. Paragon Talents: Berserker, Blade Dancer, Death Blow, Heightened Reactions, Indomitable Fortitude, Storm of Blows, Unassailable Grace, Weapon Expertise (All)
  17.  
  18. Talents: Crack Shot, Gunslinger, Temple Assassin, Two Weapon Wielder (Ballistic, Melee).
  19.  
  20. Traits: Dark Sight, Fear 2, From Beyond, Heightened Senses (All), Natural Armor (4), Natural Weapons (Claws 1d10+SB R), Regeneration 1, Stuff of Nightmares, Sonar Sense, Unnatural Agility (+8), Unnatural Strength (+8), Unnatural Toughness (+8).
  21.  
  22. Synthesis of Talents, Traits, and Paragon Talents:
  23.  
  24. Attacks:
  25.  
  26. • +20 WS while charging.
  27. • Can Frenzy for +10 WS/S/T/WP, -20 BS/Int. Must move to attack an opponent every round, cannot flee but can Dodge and Parry.
  28. • Can spend his base reaction to add an additional attack to an All Out Attack.
  29. • When using a bladed weapon, may reroll one missed hit per round.
  30. • After successfully parrying an attack, may make an instant attack at a -10 penalty with the weapon used to parry.
  31. • +2 to all damage in melee.
  32. • Can automatically determine body location struck by any melee attack he makes.
  33. • All reload times are halved (included below).
  34. • Standing up and readying weapons are Free Actions.
  35. • No penalty while fighting in darkness.
  36. • Can make Swift and Lightning attacks.
  37. • Can attack with a weapon in the off hand with no penalties.
  38.  
  39. Defenses:
  40.  
  41. • Has a number of extra reactions that can be used to Dodge or Parry equal to his Agility bonus.
  42. • Can Dodge things normally impossible to dodge (titans stepping on him, massive area attacks, etc) as determined by GM.
  43. • Can reroll failed Acrobatics and Athletics tests.
  44. • Opponents do not get any bonuses from outnumbering him in melee.
  45. • When using a bladed weapon, may make an additional parry each round on top of Temple Asassin extras.
  46. • Can make an additional Dodge each round on top of Temple Assassin extras.
  47. • May spend base reaction to swat a Primitive or Thrown weapon aimed at him out of the air by testing WS, and can still attempt to Dodge it if he fails.
  48. • After making a melee attack, may make an Acrobatics test to make a move at half his move rate out of melee. His opponent may not take their usual free attack at a fleeing opponent. Cannot be used while Frenzying.
  49. • Enemies take -20 to Ballistics Skill rolls to shoot him on rounds he runs or charges in.
  50. • Adds +2 to Initiative rolls, as well as either double his Agility bonus or his Agility bonus plus his Perception bonus.
  51. • May test Agility to act normally when surprised or ambushed.
  52. • Always considered awake for Awareness tests.
  53. • Can automatically roll Perception to notice threats.
  54. • Preposterous amounts of sensory enhancements.
  55. • Does not need to breathe.
  56. • Immune to Fear, Pinning, Insanity, and all psychic powers used to delude, control, or cloud its mind.
  57. • Immune to poison, disease, bleeding, stunning, and most environmental hazards.
  58. • Immune to all critical effects that do not instantly kill unless inflicted by holy damage, power weapons, or psychic effects.
  59. • Halves all critical damage taken (round up.)
  60. • May roll twice to avoid death by blood loss.
  61. • Always considered lightly wounded for purposes of recovering damage.
  62.  
  63. Armour: Best craftsmanship synskin bodyglove (AP 3, All) with integrated infa-red goggles, micro-bead, rebreather, and respirator system. Natural Armor 4.
  64.  
  65. Weapons:
  66. • Neuro-Gauntlet (1d10+18 R; Pen 8, Toxic (1), Tearing, non-cumulatively halve characteristics for 1d5 minutes unless Daemonic or Machine)
  67. • Power Sword (1d10+23 E; Pen 6, Balanced, Power Field)
  68. • Executor Pistol, Bolt Rounds (Pistol 30m S/2/–, 1d10+5 X, Pen 4, Clip 8, Rld Half, Tearing)
  69. • Executor Pistol, Needle Rounds (Pistol 30m, S/–/–, 1d10 R, Pen 0, Clip 6, Rld Half, Accurate, Toxic (1 and 0 [second Toxin does not require damage to target]))
  70. • 3x Melta-bombs (6d10 E, Pen 12, Blast (2), Fire)
  71.  
  72. Equipment: 3 reloads for Executor Pistol (includes both ammo types), Cerebral Plug, Sentinel Array, Magnoculars, personal medikit, Pict-Recorder, Vox-caster
  73.  
  74. Combat Drugs: At the beginning of each of his Combat turns, the Eversor may benefit from one of the following effects:
  75. • Hyper-metobolics: The Eversor may perform two full Actions during his turn. Only one of these may include the Attack subtype.
  76. • Berserker-Slaught: The Eversor must perform the Charge Action. When he does this he gains 1d5 additional attacks during the turn he charges. All attacks benefit from the Charge bonus. In addition, he gains the Brutal Charge (3) Trait, granting all attacks made during that round +3 damage.
  77. • Auto-coagulants: The Eversor gains Regeneration +4 during this turn.
  78. • Shock-stims: The Eversor ignores all penalties from Fatigue, Critical effects, or being heavily wounded during this turn. (The Halo Device makes this drug completely useless.)
  79.  
  80. In addition, if the Eversor is ever killed, his body explodes. Treat this as a weapon dealing 2d10+5 E damage, with Blast (5) and the Toxic (1) quality. The Blast is centered on the Eversor’s last position before he died.
  81.  
  82. Sentinel array: The Sentinel Array's power supply lasts for 10 hours. While connected to it, the user gains +30 to Awareness Tests, Unnatural Senses with a range of 50 meters, can 'see' in all directions, and may detect targets through walls, undergrowth, trees, or other obstructions. Solid walls at least one meter thick (and without openings) block the Array. The user may also use the array to ‘lock on’ to a specific target as a Half Action (or he may load a specific bio-metric readout into the Array beforehand, in which case the Array locks on automatically). The Array may track that target up to 100 meters away, and always distinguishes between it and other targets.
  83.  
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