"Delayed"Торглаф
(MoS - 20)
Раны: 13 WS - 25 - 25
BS - 50 - 25+15s+10e
S - 30 - 25+5s
T - 30 - 25+5s
Ag - 50 - 25+15s+10e
In - 25 - 25
Pr - 40 - 25+5m+10s
WP - 20 - 25-5m
FE - 50 - 25+5m+10s+10e
"Aptitudes"MC - Slaanesh: Finesse, Perception
BG - Hidden Agent: -
RO - Leader: Fellowship, Finesse (Agility), Social, Willpower , Ballistic Skill
Total - Finesse, Perception, Fellowship, Agility, Social, Willpower , Ballistic Skill---------"Char. adv."Fe+10(350) (MoS+2)
Ag+10(350)
Bs+10(350)
=1050---------"Bonuses"Once per session, a Hidden Agent may substitute his Deceive Skill during an Infamy Test for the purposes of Obtaining Services and Manipulating Others.
Exceptional Leader: As a free action once per round, the character may grant an ally that he can see and who can hear him a +10 bonus to any one test.
Stunning Scream: Once per combat encounter, a Noise Marine may spend a Glory Point to to force everyone within 20m to make a Hard (– 20) Willpower Test to resist the effects of the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Sunned for 2 rounds.---------"Talents"Resistance(Fear)
AIR OF AUTHORITY(300) (MoS+1)
Ambidextrous(300)
Leap up(200) (MoS+1)
LIGHTNING REFLEXES(300) (MoS+1)
Mimic(200) (MoS+1)
UNREMARKABLE(200) (MoS+1)
HEIGHTENED SENSES (All) (Mark of Slaanesh)
Hard target(450) (MoS+1)
Two-Weapon Wielder(Range)(300)
Two-Weapon Master (600)
Sprint (Good Bionic Legs)
=2850---------"Skills"Linguistics (Low Gotic)
Trade (Performancer)
Forbidden Lore (Criminal Cartels and Smugglers)
Common Lore (Imperium,Underworld)
Sleight of Hand
Deceive+20 (500) (MoS+2)
Dodge+20 (1000) (MoS+2)
Stealth
Acrobatics+30(1000) (MoS+4)
Charm+30(1000) (MoS+4)
Inquiry(100)
=3600---------"Traits"Mark of Slaanesh:
Unnatural Fellowship (2)---------"Inventory"Ghibelline Shrieking Pistol (10) (Tome of Excess, p36)
Pistol 40m S/–/– 1d10+4E 4 12 Full Concussive (0), Overcharge 8kg
Ghibelline Shrieking Pistol (10) (Tome of Excess)
Pistol 40m S/–/– 1d10+4E 4 12 Full Concussive (0), Overcharge 8kg
"Overcharge"A weapon with this Quality may expend three times the regular ammunition usage to gain the Concussive (2), Devastating (2), Overheats (on a roll of 86 or higher instead of 91), and Recharge Qualities. If the weapon already has either the Concussive or Devastating Qualities, then add the two together (eg. a Devastating [3] weapon becomes Devastating [5]).
Chameleoline Cloak (10) (p170)
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.
Synskin (15) (p172)
Synskin is a bio-reactive body glove with an inert non-reflective surface that moulds itself to the wearer’s form. It grants 2 Armour points to all locations not already armoured and the wearer gains a +10 bonus to Stealth tests. It also renders the wearer invisible to the use of preysense goggles and those with the Dark-sight trait.
Synthmuscle (10) (p185)
Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups, granting increased strength of varying levels. This implant grants the Unnatural Strength (1) trait; Best craftsmanship grafts instead grant the Unnatural Strength (4) trait but also impose a –10 penalty on Agility tests due to the newly misshapen and unnatural body form.
Subskin Armour (15) (p185)
Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations.
2xGood Lho-Sticks (2x5) (p173)
A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
3xAmasec (3x5) (p172)
This refreshment is made from distilled wine or other fermented beverages, and is popular in many regions of the Imperium. It is usually a fine-quality product, with some well-aged vintages renowned across the sector for bouquet and flavour.
Micro-bead (5) (p177)
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.
Red-Dot Laser Sight (7) (p164)
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.
Red-Dot Laser Sight (7) (p164)
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.
Clothing (1) (p170)
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 Photo-Visors/Contacts (10) (p171)
These can be worn as corneal lenses or as outer eyewear, and amplify any low-level light to allow the wearer to see as if normal lighting was present. Characters wearing these gain the Dark-sight trait (see page 135). Good craftsmanship visors also dampen the effects of photon flash grenades, making the wearer immune to their effects.
Good Bionic Legs (10) (p181)
Good craftsmanship bionic legs grant the owner the Sprint talent, and add a +20 bonus to Agility tests that he makes when attempting to jump or leap.
Cur W - 40
Max W - 45
---------
To Roll:
MIU Weapon Interface (Rare)
MIU Weapon Interface (Rare)
Ration Pack (Plantefull)
Ration Pack (Plantefull)
Ration Pack (Plantefull)
"Текущее состояние"
Раны: 13 из 13
WS - 25
BS - 50
S - 30
T - 30
Ag - 50
In - 25
Pr - 40
WP - 20
FE - 50
---------"Bonuses"Once per session, a Hidden Agent may substitute his Deceive Skill during an Infamy Test for the purposes of Obtaining Services and Manipulating Others.
Exceptional Leader: As a free action once per round, the character may grant an ally that he can see and who can hear him a +10 bonus to any one test.
Stunning Scream: Once per combat encounter, a Noise Marine may spend a Glory Point to to force everyone within 20m to make a Hard (– 20) Willpower Test to resist the effects of the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Sunned for 2 rounds.---------"Talents"Resistance(Fear)
AIR OF AUTHORITY
Ambidextrous
Leap up
LIGHTNING REFLEXES
Mimic
UNREMARKABLE
HEIGHTENED SENSES (All)
Hard target
Two-Weapon Wielder (Range)
Two-Weapon Master
Sprint---------"Skills"Linguistics (Low Gotic)
Trade (Performancer)
Forbidden Lore (Criminal Cartels and Smugglers)
Common Lore (Imperium,Underworld)
Sleight of Hand
Deceive+20
Dodge+20
Stealth
Acrobatics+30
Charm+30
Inquiry---------"Traits"Mark of Slaanesh:
Unnatural Fellowship (2)---------"Inventory"Ghibelline Shrieking Pistol (Tome of Excess, p36)
Pistol 40m S/–/– 1d10+4E 4 12 Full Concussive (0), Overcharge 8kg
Ghibelline Shrieking Pistol (Tome of Excess)
Pistol 40m S/–/– 1d10+4E 4 12 Full Concussive (0), Overcharge 8kg
"Overcharge"A weapon with this Quality may expend three times the regular ammunition usage to gain the Concussive (2), Devastating (2), Overheats (on a roll of 86 or higher instead of 91), and Recharge Qualities. If the weapon already has either the Concussive or Devastating Qualities, then add the two together (eg. a Devastating [3] weapon becomes Devastating [5]).
Chameleoline Cloak (p170)
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.
Synskin (p172)
Synskin is a bio-reactive body glove with an inert non-reflective surface that moulds itself to the wearer’s form. It grants 2 Armour points to all locations not already armoured and the wearer gains a +10 bonus to Stealth tests. It also renders the wearer invisible to the use of preysense goggles and those with the Dark-sight trait.
Synthmuscle (p185)
Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups, granting increased strength of varying levels. This implant grants the Unnatural Strength (1) trait; Best craftsmanship grafts instead grant the Unnatural Strength (4) trait but also impose a –10 penalty on Agility tests due to the newly misshapen and unnatural body form.
Subskin Armour (p185)
Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations.
2xGood Lho-Sticks (p173)
A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
3xAmasec (p172)
This refreshment is made from distilled wine or other fermented beverages, and is popular in many regions of the Imperium. It is usually a fine-quality product, with some well-aged vintages renowned across the sector for bouquet and flavour.
Micro-bead (p177)
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.
Red-Dot Laser Sight (p164)
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.
Red-Dot Laser Sight (p164)
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.
Clothing (p170)
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 Photo-Visors/Contacts (p171)
These can be worn as corneal lenses or as outer eyewear, and amplify any low-level light to allow the wearer to see as if normal lighting was present. Characters wearing these gain the Dark-sight trait (see page 135). Good craftsmanship visors also dampen the effects of photon flash grenades, making the wearer immune to their effects.
Good Bionic Legs (p181)
Good craftsmanship bionic legs grant the owner the Sprint talent, and add a +20 bonus to Agility tests that he makes when attempting to jump or leap.
MIU Weapon Interface (p184)
Unlike the more advanced MIU version normally only granted to priests of the Adeptus Mechanicus, this model is more simplified, allowing the user to remotely operate a single weapon which is attached user’s body. While not as elaborate, it is easier to use and a favourite of many militant professions.
This system allows the user to fire the linked ranged weapon as a Free Action during his turn. Note that he can still only take a single Action with the Attack subtype during his turn. This additional weapon must be connected to the user via the MIU weapon interface, and is usually equipped as a shoulder mount.
MIU Weapon Interface (p184)
Unlike the more advanced MIU version normally only granted to priests of the Adeptus Mechanicus, this model is more simplified, allowing the user to remotely operate a single weapon which is attached user’s body. While not as elaborate, it is easier to use and a favourite of many militant professions.
This system allows the user to fire the linked ranged weapon as a Free Action during his turn. Note that he can still only take a single Action with the Attack subtype during his turn. This additional weapon must be connected to the user via the MIU weapon interface, and is usually equipped as a shoulder mount.
Cur W - 40
Max W - 45 "Журнал изменений"