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- Humans start with 1000 XP, Space marines start with 500 to spend.
- Name: Cue Ball
- Player: NPC
- Archetype: Flesh Shaper of Melancholia
- Race: Human
- Warband: None
- Pride: Grace: +5 Agility, -5 Ballistics
- Disgrace: Hubris: -4 Inteligence, +2 Infamy
- Motivation: Perfection: +5 Willpower, -3 Ballistics, -2 Perception
- Description: WIP
- Chaos Patron God: Slaanesh
- Alignment: Chaotic Evil
- 2d10+30 For Space Marines 2d10+2 for Humans
- Weapon Skill (WS): 60
- Ballistic Skill (BS): 30
- Strength (S): 40
- Toughness (T): 50
- Agility (AG): 60
- Intelligence (INT): 60
- Perception (PER): 55
- Willpower (WP): 60
- Fellowship (FEL): 60
- Infamy (INF): 35
- Movement
- Half: 6
- Full: 12
- Charge: 18
- Run: 36
- Wounds
- Total: 20
- Current: 20
- Fatigue: 0
- Critical Damage: 0
- Mental Disorders: None
- Skills (If not Known, it is a -10)
- Acrobatics (AG):
- Athletics (S):
- Awareness (PER): Known
- Charm (FEL): +10
- Command (FEL):
- Commerce (INT):
- Common Lore: Tech (Known), War (Known), Melancholia (Known)
- Deceive (FEL): +10
- Dodge (AG): Known
- Forbidden Lore (INT): Daemonology, Mutants, Warp (Known)
- Inquiry (FEL): Known
- Intimidate (WP):
- Interrogation (WP): Known
- Linguistics (INT): Low Gothic (Known)
- Logic (INT):
- Medicae (INT): +10
- Surface Navigation (INT):
- Stellar Navigation (INT):
- Warp Navigation (INT):
- Operate Aeronautica (AG):
- Operate Surface (AG):
- Operate Voidship (AG):
- Parry (WS):
- Psyniscience (PER):
- Scholastic Lore (INT): Chymistry, Occult. (Known)
- Scrutiny (PER):
- Security (INT):
- Sleight of Hand (AG):
- Stealth (AG):
- Tech-Use (INT): Known
- Tracking (INT):
- Trade (INT): Armourer (Known)
- Talents
- Berserk Charge: +20 to WS when charging
- Die Hardy: Roll twice to avoid death.
- Hardy: Always recovers as if lightly wounded
- Heightened Senses (Sound, Touch, Taste, Smell, Sight): +10 to things involving this.
- Jaded: Natural horrors do not need a fear test.
- Lesser Minion of Chaos: Sculpulyte.
- Resistance (Fear, Poison): +10
- Iron Jaw: Roll to ignore Stun
- Sure Strike: Called shots are -10
- Weapon Training: Power, Primary, Las, SP, Chain
- Psychic Power
- Traits
- The Quick and the Dead: +2 to initiative.
- Insanely Malleable: -10 Medicae test to change form and gain a trait.
- Baleful Sculptor: +0 Medicae test to permanently alter Sculpulyte.
- Armor: Toughness Bonus+Armor
- Head (1-10 to hit): 5
- Right Arm (11-20 to hit): 10
- Left Arm (21-30 to hit): 10
- Torso (31-70 to hit): 10
- Right Leg (71-85 to hit): 10
- Left Leg (86-100 to hit): 10
- Gear
- Light Carapace armor
- Medi-kit
- Injector
- Torture Tools
- Weapons
- Name: Best Craftsmanship Aardvark
- Class: Melee
- Damage: 2d10+16
- Type: Rending
- Pen: 10
- Range: None
- ROF:
- Clip:
- Reload:
- Special Rules: Power Field, Balanced, Devastating, Force, Tainted, Tearing, Warp Weapon, and Tail.
- Infamy Points (Infamy Bonus)
- Total: 3
- Current: 3
- Corruption
- Total: 18
- Psychic Powers
- Psy Rating: 4
- Powers:
- Mind Over Matter
- Force Bolt
- Force Storm
- Thought Sending
- Inspire
- Warptime
- Gifts of the Gods
- Tail of Slaanesh: +20 to WS using the tail to hold a weapon. (Tentacle)
- Advancements
- Agility 250 Unaligned
- Willpower 250 Tzeentch
- Weapon Skill 250 unaligned
- Fellowship 100 Slaanesh
- Experience
- Total XP Earned: 1000
- Total XP Spent: 1000
- Unspent XP: 0
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