Аутрис Бланк
"Характеристики"Раны: 9+1d5.
WS - 25 - 25
BS - 25 - 25
S - 30 - 25+5s
T - 30 - 25-5w+10s
Ag - 30 - 25+5s
In - 55 - 25+15s+15e
Pr - 25 - 25
WP - 40 - 25+15s
FE - 50 - 25+5w+10s+10e
Gl - 35 - 25+5w+5g
Atitudes:
HW - Highborn: Fellowship
BG - Adeptus Administratum: Social
RO - Sage: Intelligence, Knowledge, Perception, Tech, Willpower
Total - Fellowship, Social, Intelligence, Knowledge, Perception, Tech, Willpower
7500exp
---------
Fe+10(350)
In+15(850)
=1200
"Traits"Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1).
Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.
Unnatural Intelligence (2) (Good Cerebral Implants)
"Talants"Ambidextrous
Weapon Training (Las)
POLYGLOT(300)
Minion(450)
Minion(450)
FORESIGHT(300)
Infused knowledge (400)
=1900
"Skills"Linguistics(Low Gotic, High Gothic, Tau)(100)
Trade(Linguist,Loremancer,Archaeologist)(200)
Medicae
Common Lore(Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Administratum, Askellon Sector, Chartist Captains, Collegia Titanicus, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Navigators, Planetary Defence Forces, Rogue Traders, Schola Progenium, Tech, Underworld, War)
Logic+20(500)
Scholastic Lore(Astromancy, Beasts, Bureaucracy, Chymistry, Cryptology, Heraldry, Imperial Warrants, Judgement, Legend, Numerology, Occult, Philosophy, Tactica Imperialis)
Scholastic Lore(Philosophy)+30(900)
Forbidden Lore(Archaeotech)(100)
Forbidden Lore(Tau)+30(1000)
Deceive+10(300)
Commerce+10(300)
Charm+20(600)
Tech-Use+30(1000)
Security+10(300)
=5300
"Inventory"Calculus Logi Upgrade (Core 182)
These bionics are internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked dataslates and parchments, applying intuition to vast reams of data far beyond the capabilities of a normal man. This implant grants the user a +10 bonus to Literacy, Logic, and Scholastic Lore tests.
Good Cerebral Implants (Core 182)
Commonly used to repair a severely damaged brain or (hopefully) augment its abilities, these often-risky implant systems represent a major step from simply replacing a limb to altering a character from human to mechanism. Common-level implants can restore paralysed and brain-damaged users to a semblance of normality, but with a permanent loss of 1d10 points from the character’s Weapon Skill Ballistic Skill, Agility, Intelligence, and Fellowship characteristics.
Good cerebral implants are very rare even among high ranking Imperial officials, and are exceedingly difficult to acquire, becoming Near Unique in Availability. These grant the user the Unnatural Intelligence (2) trait (see page 139) and a +20 bonus to Logic and Lore tests, thanks to the superior mental capabilities he now enjoys.
Memorance Implant (Core 184)
This implant is a neurally-linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records information on people or scenes viewed. It can then later replay that information, or overlay the present view with additional data on people and objects viewed. It is a tool of chroniclers, loremancers, and masters of ceremonies, as well as factors or nobles who like to see the secrets of their rivals overlaid upon their view of the negotiating table. It provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value.
Scribe-tines (Core 185)
The hand and lower forearm are replaced with specialised and sensitive tools ideal for manipulating parchment, autoscribing, dataslate tuning, and other efforts to record and preserve information. While somewhat disquieting in appearance, they are viewed with favour by hive-world scholars and lexmechanics. This implant gives the user a +10 bonus to all Lore skill tests.
2xLaspistol Pistol (Core 152)
2x1.5 kg
30m S/2/– 1d10+2 E 0 30 Half Reliable
3xLaspistol Power Cell
3x0.15 kg
2xRed-dot laser sight (Core 164)
This small, crimson laser sight is common on many guns, where it aids in both targeting and intimidating foe. It grants a +10 bonus to Ballistic Skill tests when firing a single shot.
Flak Cloak (Core 167)
8 kg
Arms, Body, Legs 3 55
Good Conversion Field (Core 169)
1 kg
PROTECTION RATING - 50
If the conversion field blocks more than 12 points of damage from a single attack, the release of light is strong enough to act as a photon flash grenade burst centred on the wearer (see page 158). The character wearing the conversion field is unaffected by this burst.
Best Clothing (Core 170)
Clothing styles vary greatly across the Imperium, some as basic protection with no thought to aesthetics, some purely ornamental with no concern for environmental or other lesser worries. For some, clothing styles are set at birth or through factory dictates. Others adopt the styles of their gang, sect, house, or other affiliation. While basic clothing common to a setting should be simple to acquire, more elaborate garb of either higher status or specialised function should be more difficult, with the GM acting as final arbiter on Availability or creation.
Good Screamer (Core 177)
2 kg
These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours. To activate, the player must succeed on a Challenging (+0) Tech-Use test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a Perception of 75 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers reduce the alarm’s range.
Poor craftsmanship models only detect loud noises or fast movements nearby. Good versions can detect specific sounds, movement, or even odour ranges, and can also have more subtle warning methods (such as screaming only into vox channels).
Micro-bead (Core 177)
Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Combi-tool (Core 175)
1 kg
Most combi-tools are small, compact devices filled with foldout and extending probes, blades, hooks, and socket-plugs. They are ideal for coaxing operation from recalcitrant machinery, repairing damaged devices, and in general bending errant machine spirits to the will of the user. A character using a combi-tool gains a +10 bonus to Tech-Use tests.
Field Suture (Core 176)
0.5 kg
Common implements found on battlefields across the Imperium, field sutures are used to quickly sew shut wounds to prevent blood loss. They can vary in form, from a simple needle and thread to archaic devices which staple shut the injury. Field sutures provide a +30 bonus for Medicae tests used to staunch Blood Loss.
Auto Quill (Core 175)
Often elaborate devices of ink-stained brass and vat-grown or artificial quills, these devices allow a user to copy text or transcribe speech with impressive speed and accuracy. Many scribes carry portable units, suitable for recording interrogation sessions or xenos translations. A character with a relevant Trade skill can use it to gain a +10 to his tests involving this skill when recording data.
Respirator/Gas Mask (Core 171)
0.5 kg
A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable.
Chameleoline Cloak
0.5 kg
Chameleoline material is made up of mimic fibres that blend the coloration of the wearer into their surroundings, and is the garb of choice for snipers. The wearer gains a +20 bonus to Stealth tests. If he remains stationary during his turn, Ballistic Skill tests targeting him suffer a –30 penalty until the beginning of his next turn.
13хRecaf (Core 173)
1.95 kg
These common beverages offer a mild stimulant effect as well as pleasing taste. Hot recaf starts many days across the sector, from Imperial Guardsmen fighting on combat lines against the xenos threat to Acolytes striving to stay alert on an all-night vigil near a suspected cult hideout.
Consuming recaf helps to hone senses dulled by exhaustion, and a dose removes one level of Fatigue from the character. The cumulative penalty to Toughness tests taken for consuming additional doses of recaf is –20 instead of the normal –10.
Ration Pack (Core 173)
6х2 kg
These small pouches contain concentrated or dehydrated foodstuffs suitable for one complete meal, and also include vitamin supplements, water puri-tabs, a protein bar, and heating pellets. Well-made packs are actually quite palatable, but even a master Ratling chef would have difficulty with the poor ingredients used in cheaper packs.
Besides the benefits of holding off starvation, ration packs can help to keep an Acolyte effective in the field. Eating one or more ration packs (or other, comparable meals) during a period of rest of at least two hours removes one additional level of Fatigue.
7xHot-Shot Charge Packs (Core 166)
7x0.15 kg
This is a powerful charge pack for a las weapon, favoured by snipers in some Imperial Guard regiments. Each hot-shot charge pack is good for only a single shot.
Effect: A weapon using a hot-shot charge adds 1 to its damage, gains the Tearing quality, and gains a penetration of 4. The weapon also loses its Reliable quality, and its clip size is reduced to 1.
Used With: Laspistols, lascarbines, lasguns, and long las weapons.
Cur W - 32kg
Max W - 36kg
---------
To Roll:
Combi-tool (Scarce) - 1
Field Suture (Common) - 1
Ration Pack (Abundant)
"Виктор - DEAD"Wounds 11
WS - 4
BS - 1
S - 10
T - 30
Ag - 35
In - 15
Pr - 35
WP - 35
FE - 10
Dodge+10
Linguistics(Low Gotic, Tau)
Awarness+10
Weapon Training(Flame)
Resistance(Fear)
UNSHAKEABLE FAITH
Rapid Reload
Leap Up
Cleanse and Purify
Sound Constitution
Fear (1)
Unnatural Toughness (2)
Unnatural Agylity (2)
Enforcer Light Carapace (Core 152)
All 5 45 15 kg Rare
Heavy Flamer (Core 167)
Heavy 30m S/–/– 1d10+5 E 4 10 2 Full Flame, Spray 45kg Rare
Good Rebreather (Core 171)
1 kg
These devices store and recycle breathable air via a mask and external supply tank, making the user to immune to toxic atmospheres, even allowing him to survive underwater. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action. Good craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. Replacement canisters are Scarce.
"Борис"Wounds 10
WS - 35
BS - -
S - 30
T - 30
Ag - 30
In - 5
Pr - 10
WP - 35
FE - 5
Parry+10
Linguistics(Low Gotic, Tau)
Frenzy
Battle Rage
BERSERK CHARGE
Devastating assault
Weapon Training(Power)
Sound Constitution(2)
Unnatural Weapon Skill (1)
Unnatural Toughness (1)
Unnatural Agylity (3)
Enforcer Light Carapace (Core 167)
All 5 45 15 kg Rare
Power Sword (Core 159)
Melee — 1d10+5 E 5 Balanced, Power Field 3kg Very Rare
"Журнал"
+500 экспы и +5 славы
+400 экспы
Потратил:
Trade(Archaeologist) 100
Forbidden Lore(Archaeotech) 100
Tech-Use+20 300
Tech-Use+30 400
"Это было давно и неправда""Характеристики"Раны: 9+1d5.
WS - 25 - 25
BS - 25 - 25
S - 30 - 25+5s
T - 30 - 25-5w+10s
Ag - 30 - 25+5s
In - 55 - 25+15s+15e
Pr - 25 - 25
WP - 40 - 25+15s
FE - 50 - 25+5w+10s+10e
Gl - 30 - 25+5w
Atitudes:
HW - Highborn: Fellowship
BG - Adeptus Administratum: Social
RO - Sage: Intelligence, Knowledge, Perception, Tech, Willpower
Total - Fellowship, Social, Intelligence, Knowledge, Perception, Tech, Willpower
7500exp
---------
Fe+10(350)
In+15(850)
=1200
"Traits"Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1).
Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.
Unnatural Intelligence (2) (Good Cerebral Implants)
"Talants"Ambidextrous
Weapon Training (Las)
POLYGLOT(300)
Minion(450)
Minion(450)
FORESIGHT(300)
Infused knowledge (400)
=1900
"Skills"Linguistics(Low Gotic, High Gothic, Tau)(100)
Trade(Linguist,Loremancer)(100)
Medicae
Common Lore(Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Administratum, Askellon Sector, Chartist Captains, Collegia Titanicus, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Navigators, Planetary Defence Forces, Rogue Traders, Schola Progenium, Tech, Underworld, War)
Logic+20(500)
Scholastic Lore(Astromancy, Beasts, Bureaucracy, Chymistry, Cryptology, Heraldry, Imperial Warrants, Judgement, Legend, Numerology, Occult, Philosophy, Tactica Imperialis)
Scholastic Lore(Philosophy)+30(900)
Forbidden Lore(Tau)+30(1000)
Deceive+10(300)
Commerce+10(300)
Charm+20(600)
Tech-Use+10(300)
Security+10(300)
=4400
"Inventory"Calculus Logi Upgrade (Core 182) - 10
These bionics are internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked dataslates and parchments, applying intuition to vast reams of data far beyond the capabilities of a normal man. This implant grants the user a +10 bonus to Literacy, Logic, and Scholastic Lore tests.
Good Cerebral Implants (Core 182) - 25
Commonly used to repair a severely damaged brain or (hopefully) augment its abilities, these often-risky implant systems represent a major step from simply replacing a limb to altering a character from human to mechanism. Common-level implants can restore paralysed and brain-damaged users to a semblance of normality, but with a permanent loss of 1d10 points from the character’s Weapon Skill Ballistic Skill, Agility, Intelligence, and Fellowship characteristics.
Good cerebral implants are very rare even among high ranking Imperial officials, and are exceedingly difficult to acquire, becoming Near Unique in Availability. These grant the user the Unnatural Intelligence (2) trait (see page 139) and a +20 bonus to Logic and Lore tests, thanks to the superior mental capabilities he now enjoys.
Memorance Implant (Core 184) - 7
This implant is a neurally-linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records information on people or scenes viewed. It can then later replay that information, or overlay the present view with additional data on people and objects viewed. It is a tool of chroniclers, loremancers, and masters of ceremonies, as well as factors or nobles who like to see the secrets of their rivals overlaid upon their view of the negotiating table. It provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value.
Scribe-tines (Core 185) - 7
The hand and lower forearm are replaced with specialised and sensitive tools ideal for manipulating parchment, autoscribing, dataslate tuning, and other efforts to record and preserve information. While somewhat disquieting in appearance, they are viewed with favour by hive-world scholars and lexmechanics. This implant gives the user a +10 bonus to all Lore skill tests.
Laspistol Pistol (Core 152) - 3
1.5kg
30m S/2/– 1d10+2 E 0 30 Half Reliable
2xLaspistol Power Cell
2x0.15kg
Red-dot laser sight (Core 164)- 5 (2 доплата)
This small, crimson laser sight is common on many guns, where it aids in both targeting and intimidating foe. It grants a +10 bonus to Ballistic Skill tests when firing a single shot.
Flak Cloak (Core 167) - 5
8 kg
Arms, Body, Legs 3 55
Good Conversion Field (Core 169) - 25
1 kg
PROTECTION RATING - 50
If the conversion field blocks more than 12 points of damage from a single attack, the release of light is strong enough to act as a photon flash grenade burst centred on the wearer (see page 158). The character wearing the conversion field is unaffected by this burst.
Best Clothing (Core 170) -3
Clothing styles vary greatly across the Imperium, some as basic protection with no thought to aesthetics, some purely ornamental with no concern for environmental or other lesser worries. For some, clothing styles are set at birth or through factory dictates. Others adopt the styles of their gang, sect, house, or other affiliation. While basic clothing common to a setting should be simple to acquire, more elaborate garb of either higher status or specialised function should be more difficult, with the GM acting as final arbiter on Availability or creation.
Good Screamer (Core 177) - 7
2 kg
These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours. To activate, the player must succeed on a Challenging (+0) Tech-Use test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a Perception of 75 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers reduce the alarm’s range.
Poor craftsmanship models only detect loud noises or fast movements nearby. Good versions can detect specific sounds, movement, or even odour ranges, and can also have more subtle warning methods (such as screaming only into vox channels).
Micro-bead (Core 177) - 3
Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Ration Pack (Core 173) - 2
2 kg
These small pouches contain concentrated or dehydrated foodstuffs suitable for one complete meal, and also include vitamin supplements, water puri-tabs, a protein bar, and heating pellets. Well-made packs are actually quite palatable, but even a master Ratling chef would have difficulty with the poor ingredients used in cheaper packs.
Besides the benefits of holding off starvation, ration packs can help to keep an Acolyte effective in the field. Eating one or more ration packs (or other, comparable meals) during a period of rest of at least two hours removes one additional level of Fatigue.
Recaf (Core 173) - 1
These common beverages offer a mild stimulant effect as well as pleasing taste. Hot recaf starts many days across the sector, from Imperial Guardsmen fighting on combat lines against the xenos threat to Acolytes striving to stay alert on an all-night vigil near a suspected cult hideout.
Consuming recaf helps to hone senses dulled by exhaustion, and a dose removes one level of Fatigue from the character. The cumulative penalty to Toughness tests taken for consuming additional doses of recaf is –20 instead of the normal –10.
Cur W - 14.8kg
Max W - 36kg
---------
To Roll:
hot-shot Charge PaCks (Average) - 7
hot-shot Charge PaCks (Average)
Combi-tool (Scarce) - 1
Field Suture (Common) - 1
Ration Pack (Abundant)
"Виктор - DEAD"Wounds 11
WS - 4
BS - 1
S - 10
T - 30
Ag - 35
In - 15
Pr - 35
WP - 35
FE - 10
Dodge+10
Linguistics(Low Gotic, Tau)
Awarness+10
Weapon Training(Flame)
Resistance(Fear)
UNSHAKEABLE FAITH
Rapid Reload
Leap Up
Cleanse and Purify
Sound Constitution
Fear (1)
Unnatural Toughness (2)
Unnatural Agylity (2)
Enforcer Light Carapace (Core 152)
All 5 45 15 kg Rare
Heavy Flamer (Core 167)
Heavy 30m S/–/– 1d10+5 E 4 10 2 Full Flame, Spray 45kg Rare
Good Rebreather (Core 171)
1 kg
These devices store and recycle breathable air via a mask and external supply tank, making the user to immune to toxic atmospheres, even allowing him to survive underwater. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action. Good craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. Replacement canisters are Scarce.
"Борис"Wounds 10
WS - 35
BS - -
S - 30
T - 30
Ag - 30
In - 5
Pr - 10
WP - 35
FE - 5
Parry+10
Linguistics(Low Gotic, Tau)
Frenzy
Battle Rage
BERSERK CHARGE
Devastating assault
Weapon Training(Power)
Sound Constitution(2)
Unnatural Weapon Skill (1)
Unnatural Toughness (1)
Unnatural Agylity (3)
Enforcer Light Carapace (Core 167)
All 5 45 15 kg Rare
Power Sword (Core 159)
Melee — 1d10+5 E 5 Balanced, Power Field 3kg Very Rare