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ARCTUROS RAOOL
Rogue Trader
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Mercenary
0 Games Played
Created 01/29/2010
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Career Explorator Rank 1
Home World Forge World
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Birthright Stubjack
Lure of the Void Criminal
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Trials & Travails Hand of War
Motivation Fortune
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Wounds
- Total 11
- Damage
- Critical Damage
- Fatigue
Light Damage ≤ (2 x Toughness Bonus) ║ Heavy Damage > (2 x Toughness Bonus) ║ Critical Damage > Wounds
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Talents & Traits
- Basic Weapon Training (UniversalBolt, Las, Launcher, Melta, Plasma, Primitive, SP)
- Enemy (Underworld) Suffer -10 penalty on Fellowship Tests interacting with criminal organization.
- Hatred (Mutants) Gain +10 bonus on Weapon Skill Tests in close combat with mutants.
- Logis Implant As Reaction for the Round, make a Tech-Use Test. Gain a +10 bonus to all Weapon Skill and Ballistic Skill Tests until the end of his next turn. Make a Toughness Test or gain a level of Fatigue.
- Mechadendrite Use (Utility)
- Mechanicus Implants Cranial Circuitry; Cyber-Mantle; Electoo Inductors; Electro-Graft; Potentia Coil; Respirator Unit (+20 bonus to Toughness Tests to resist airborne toxins and gas weapons)
- Melee Weapon Training (UniversalChain, Power, Shock)
- Quick Draw Ready as a Free Action with a Pistol, Basic class ranged weapon, one-hand melee weapon.
- Technical Knock Un-jam any gun as a Half Action, one weapon per Round. Must touch weapon.
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Skills
Common Lore (Tech) (Int),
Common Lore (Machine Cult) (Int),
Forbidden Lore (Archeotech) (Int),
Forbidden Lore (Adeptus Mechanicus) (Int),
Intimidate (Str),
Literacy (Int),
Logic (Int),
Speak Language (Explorator Binary) (Int),
Speak Language (Low Gothic) (Int),
Speak Language (Techna-Lingua) (Int),
Tech-Use (Int),
Trade (Technomat) (Int)
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Special Abilities
- Face of the Enemy Suffer -10 penalty on Fellowship Tests interacting with mutants; react violently if provoked.
- Stranger to the Cult Suffer -10 penalty on Tests involving Imperial Creed; suffer -5 penalty on Fellowship Tests interacting with Ecclesiarchy in formal settings.
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Melee Weapons
- Power Axe
║ Class Melee
║ Range n/a
║ Damage 1d10+7 plus SB E
║ Penetration 7
║ Special Rules Power Field (75% destroy non-Power weapons when Parrying), Unbalanced (-10 penalty Parry)
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Ranged Weapons
- Lasgun
║ Class Las
║ Range 100m
║ ROF S/3/
║ Damage 1d10+3 E
║ Penetration 0
║ Clip 60
║ Reload Full
║ Special Rules best-Craftsmanship, Reliable
Current Clip □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□
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Insanity
- Current Points 2
- Degree
- Disorders
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History
Arcturos was raised on Halcyon-VI, a forge world renowned for its tank manufacturing. He spent years training in the Cult Mechanicus learning the Liturgy of Maintenance and the intricacies of machinework. He got involved in the illegal creation and sale of servitor units with an underworld organization known as the Eleventh Cog. He spent several years on the fringe of society making a living in his deplorable trade. Arcturos ran afoul the son of one the organization's bosses and ambushed him, captured him, and had him converted into a servitor. An ally betrayed him to the crime lord, and Arcturos had to flee his home world.
The ship he fled on, the Offworlder, was secretly a press gang vessel, and all the passengers were sold to a mercenary company that armed the men and dumped them on Jaren-II, a hive world overrun with mutants. He spent five years fighting the mutants until escaping on an ammo transport ship. Eventually, he made it across the galaxy, believing he could run far enough to escape his past. He may be right.
- What is your demeanor? Aloof and calculating.
- Why do you travel with a Rogue Trader? What knowledge is out there forgotten in space? A Rogue Trader travels to lost places allowing exploration and new discovery.
- What attracts you to the Koronus Expanse? Entire planets are teeming with human inhabitants cut off from the Empire in Koronus, what secrets do they hide?
- Where did you learn your skills? Years of training with the Cult Mechanicus gives him expertise in machinary, and years of underworld life gives him an edge in tough situations.
- How did you acquire your equipment, and does any of it have special meaning? His cyberware is of particular religious value and an extension of himself.
- What's the worst event in your life? The first night on Jaren-II. He was dumped with 150 men and women; 92 were slain by mutants in a five hour battle.
- What's the best event in your life? The day he received his Mechanicus Implants.
- Do you have surviving family? Mother? Father? Siblings? Spouse? Do you stay in touch? He had siblings but lost touch with them decades earlier.
- What is your biggest fear? Being caught by the Eleventh Cog.
- What makes you laugh out loud? Nothing, humor is a waste of biological energy that could be better utilized in any other capacity.
- What makes you angry? People trying to take what is his.
- What are your sentiments toward the Imperium? The Imperium gives mankind the structure it needs to survive, but people would do well to realize the importance of the Omnissiah.
- What are your sentiments toward psykers? Sanctioned psykers have proven their worth, but they still seem a whole lot like mutants.
- What are your sentiments toward mutants? Abject hatred and loathing. The only good mutant is a dead mutant booby-trapped to kill more mutants.
Age 73 ║ Height 5'10" ║ Weight 273 lbs. ║ Hair None ║ Eyes Blue
Mannerisms Controlled, calculating, and logical. No energy is wasted on frivolous action or movement.
Appearance What flesh can be seen is pale and pasty. He always wears his crimson Cult Mechanicus robes and has numerous mechanical implants, including a mechadendrite.
Last Played n/a
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Experience Points
- Total XP Awarded 5,000
- XP to Spend 0
- XP Spent 5,000
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Experience Point Expenditure
- Mechadendrite Use (Utility) | 500 XP | 01/30/2010
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Acquisitions
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Gear
Data-Slate,
Enforcer Light Carapace Armour (Locations Covered All | AP 5),
Injector,
Lasgun (Range 100m | ROF S/3/ | Damage 1d10+3 E | Penetration 0 | Clip 60 | Reload Full | Special Reliable; best-Craftsmanship; never jams or overheats),
Micro-Bead (Range 1km),
Multikey (+30 bonus to Security Tests to open locks),
Power Axe (good-Craftsmanship; +5 bonus to Attack Tests),
Void Suit
Cyberware and Bionics
Mind Impulse Unit (MIU) (+10 bonus to Tech-Use, Pilot, or Drive Tests with MIU-linked devices; sense through familiars)
Utility Mechadendrite ()
- Combi-Tool (+10 bonus Tech-Use Tests)
- Cutting Blade (Knife | Class Melee | Damage 1d5 R | Penetration +2 | Special Defensive (+15 bonus to Parry, -10 penalty to Attack), Mono)
- Incense Censor (Every 15 minutes, -5 penalty to Weapon Skill Tests made by living creatures within 2 meter radius for one Round; +10 bonus Perception Tests to track by scent)
- Six Injectors with (□□□□□|□) Sacred Unguents (Full Action to apply to a weapon, making it immune to jamming for one clip; applied to a jammed weapon, unjams immediately)
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Servitors
Servo Skull |
WS |
BS |
S |
T |
Ag |
Int |
Per |
WP |
Fel |
15 |
15 |
10 |
20 |
30 |
15 |
35 |
20 |
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Movement (see below)
Wounds 4
Skills
Awareness (Per) +10,
Concealment (Ag) +10,
Dodge (Ag),
Silent Move (Ag) +10,
Tech-Use (Int) +20
Talents Fearless
Traits Dark Sight, Flier 6, Machine (2), Size (Puny)
Armour All 2
Gear Inbuilt vox and cogitator. Combi-Tool (+10 bonus Tech-Use Tests).
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Defeated Enemies
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