Commander Elsmith

 
Commander Elsmith



Career: Guardsman Commander
Ascended Career: Interrogator
Rank: 9
Origin: Hiveworld Tarsus
Cell: Ordo Malleus Retinue
Divination: "Men must die so that Man Endures"
Ordos Malleus Background: Friends in high places
Experience Earned: 13500
Experience Unspent: 0
Weapon Skill: 38 (+5 Advancement)
Ballistic Skill: 42 (+10 Advancement)
Strength: 43 (+5 Advancement)
Toughness: 35 (+10 Advancement, +3 Divination)
Agility: 40 (+10 Advancement)
Intelligence: 30
Perception: 39 (+10 Advancement)
Willpower: 42 (+5 Advancement)
Fellowship: 47 (+5 Advancement +5 Ascension)

Renown:
Head: 6
Body: 6
Left Arm: 6
Left Leg: 6
Right Arm: 6
Right Leg: 6
Wounds: 22
Movement: 4/8/12/24
Fate Points: 3
Insanity Points: 25
Corruption Points: 15
Skills:
Acrobatics (Ag)
Awareness (Per) (Trained)
Barter (Fel) (Trained)
Blather (Fel)
Carouse (T)
Charm (Fel) (Trained +10 Talented)
Chem-Use (Int)
  • [War Cant]
Ciphers (Int)
Climb (S)
Command (Fel) (trained +20)
  • [Imperial Guard]
  • [War]
  • [Imperium]
  • [Imperial Creed]
  • [Ecclesiarchy]
Common Lore (Int)
Concealment (Ag)
Contortionist (Ag)
Deceive (Fel) (Trained +10 Talented)
Demolitions (Int)
Disguise (Fel)
Dodge (Ag) (Trained +10)
  • [Ground Vehicle +20]
Drive (Ag)
Evaluate
  • [None]
Forbidden Lore (Int)
Gamble (Int) (Trained +10)
Inquiry (Fel) (Trained +10)
Interrogation (WP) (Trained +10)
Intimidate (S) (Trained +10)
Invocation (WP)
Lip Reading (Per)
Literacy (Int)
Logic (Int) (Trained)
Medicae (Int)
  • None
Navigation
  • None
Performer (Fel)
  • Military Craft +20
Pilot (Ag)
Psyniscience (Per)
  • Tactica Imperialis
Scholastic Lore (Int)
Scrutiny (Per)
Search (Per)
  • Military
Secret Tongue (Int)
Security (Ag)
Shadowing (Ag)
Silent Move (Ag)
Sleight of Hand (Ag)
  • High Gothic
  • Low Gothic
  • Hive Dialect
Speak Language (Int)
Survival (Int)
Swim (S)
  • None
Tactics (Int)
Tech-Use (Int) (Basic)
Tracking (Int)
  • None
Trade (Int)
Wrangling (Int)
Talents & Traits:
Melee Weapon Training (Primitive, Power, Chain)
Pistol Training (Las)
Basic Weapon Expertise (Las, SP, Melta, Bolt, Flame, Launcher, Plasma, Primitive)
Accustom to Crowds: Crowds are not Difficult Terrain
Caves of Steel: Tech-Use (Int) Basic Skill
Hivebound: -10 penalty to Survival tests out of a Proper Hab
-5 penalty to All Intelligence Tests
Wary: +1 to Initiative Rolls
Watched from on high (Influence Talent)
Peer (Inquisition)
Good Reputation (Inquisition)
His Right Hand: Gain 1 skill or trait of Inquisitor per session
Master Questioner: Roll a 01 on an Interrogation test 1/session
Ordo Malleus Retinue
Sound Constitution: +1 Wound x11
Swift Attack: Attack Twice for Full action
Lightning Attack: Attack Three times for Full action
Rapid Reload: Reload Quicker
Hip Shooting: Can make a free attack when make a Full Move action
Crushing Blow: +2 Melee Damage
Hard Target: -20 to enemies BS while I Charge or Run
Air of Authority: Effect more targets with Test
Talented (Charm): +10 to Charm
Master Orator: Affect 10x the number with a Fel test
Leap Up: Stand up as a free action
Total recall: Remember Trivial facts and minor details





Melee WeaponsName: Power Sword
Class: Melee Damage:1d10+5+2 Type: E Penetration: 6
Special Rules: Balanced, Power Field

Ranged WeaponsName: Melta
Class: Basic Damage: 2d10+4 Type: E Penetration: 12
Range: 20m Rate of Fire: S/-/- Clip: 5 Reload Action: 2 Full
Special Rules:

EquipmentEquipment Name (Source) - Weight

Thrones: 11396
Gear:
Melee Weapons:
- Power Sword - 3.5kg
- Chainsword - 6kg
- Knife

Ranged Weapons:
- Laspistol -1.5kg
-Meltagun -8kg

Ammo: Amount A/Load
-Charge pack Pistol 5 clip 30
-Melta Canister 20 clip 5

Armor: AP Wt Covers
-Storm Trooper Carapace 6 17 All
-Rosarius PR 50
Other Gear: Wt Amount
- Backpack 1 1
- Rebreather 1 1
- Rations 1 Week
- Street Clothes 1
- Amasec - 1
- Recaf - 10
- Vox-Caster 4 1
-Data Slate .5 1
-Micro-Bead - 1

Special Gear:
- Imperial Infantryman’s Uplifting Primer
- Badge of Office




Experience Point Expenditure:

Characteristic Advances
WS: +5 -100
BS: +10 -350
S: +5 -100
T: +10 - 750
Ag: +10 -750
Int: ----
Per: +10 - 750
WP: +5 for 500
Fel: +5 for 500


Rank 1
Awareness – 100
Sound Constitution – 300

Rank 2
Dodge – 100
Drive (Ground Vehicle) +10 -100
Ciphers (War Cant) – 100
Common Lore (Imperial Guard) -100
Sound Constitution – 100
Common Lore (War) – 200
Inquiry – 200

Rank 3
Drive (Ground Vehicle) +20 – 100
Intimidate – 100
Pilot (Military Craft) – 100
Rapid Reload – 100
Sound Constitution – 100
Common Lore (Imperium) – 200
Gamble -200
Inquiry +10 – 200
Swift Attack – 200

Rank 4
Common Lore (Imperial Creed) – 100
Intimidate +10 – 100
Pilot (Military Craft)+10 – 100
Secret Tongue (Military) – 100
Melee Weapon Training (Chain) – 100
Sound Constitution – 100
Crushing Blow – 200
Hip Shooting – 200
Barter - 300

Rank 5
Command – 100
Dodge +10 – 100
Pilot (Military Craft)+20 – 100
Hard Target – 100
Heavy Weapon Training - Bolt
Gamble +10 – 200
Sound Constitution – 400

Rank 6
Command +10 – 100
Common Lore (Ecclesiarchy) – 100
Interrogation – 100
Scholastic Lore (Tactica Imperialis) – 100
Melee Weapon Training (Power) – 100
Sound Constitution – 200
Charm – 300
Deceive – 300

Rank 7
Interrogation +10 – 100
Air of Authority – 100
Sound Constitution – 400
Talented (Charm) – 200
Lightning Attack – 300
Logic – 300

Rank 8
Command +20 – 100
Total Recall - 100
Leap up - 200
Master Orator - 200
Sound Constitution - 600
Talented (Deceive) - 100

Rank 9
Basic Weapon Expertise - 500

Misc:
Ordo Malleus Retinue – 200


Dice Roll: 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10
d10 Results: 5, 8 (Total = 13)
d10 Results: 7, 5 (Total = 12)
d10 Results: 10, 8 (Total = 18)
d10 Results: 4, 3 (Total = 7)
d10 Results: 3, 7 (Total = 10)
d10 Results: 1, 4 (Total = 5)
d10 Results: 2, 7 (Total = 9)
d10 Results: 9, 8 (Total = 17)
d10 Results: 2, 10 (Total = 12)

Reroll Int=
Dice Roll: 2d10
d10 Results: 8, 2 (Total = 10)

Wounds =
Dice Roll: 1d5
d5 Results: 3

Fate Points =
Dice Roll: 1d10
d10 Results: 2

Divination =
Dice Roll: 1d100
d100 Results: 69

Insanity =
Dice Roll: 4d10
d10 Results: 1, 8, 8, 8 (Total = 25)

Corruption =
Dice Roll: 4d5
d5 Results: 4, 4, 2, 5 (Total = 15)


Backstory:
Not too much to say about Zane’s early life in the hive. Worked hard, joined the guard as soon as he was old enough. His parents worked in the manufactorum, and it eventually claimed their lives.

Early in his time in the guard, he was placed under the command of a very crazy man named Rave Dorn. Rave was great tactical thinker, always took the risks involved with the greater victory. Surprisingly he got few of his men killed, and throughout the time, Zane and Rave became good friends. Rave always went on when his men cared to listen, and tell wild stories about historical events, though Zane guessed most, if not all, were fictional. One Zane found most amusing was that he claimed that a key that he wore around his neck was somehow tied to some lost treasure. Didn’t matter if they were true or not, they were entertaining.

On assignment, Rave took a shot to his armor, which tore right through him. Too far from support, Zane held the hand of his friend, comforting him in his final moment. In that moment, Rave held out the alleged Treasure Key to Zane, whispering to him “Find it, in the heart of the Emperor.” His last words Zane would always remember, and would take to heart and mind, to find this treasure, for Rave.

what rank 9 job field did you take from Dark Hersey: Ascension?

I would recommend taking an exotic weapon training to get something like a melta weapon or a plasma gun

Yeah, I didn't realize that's where Rank 9 came from. After looking through, I think Interrogator suits my character best



Career:
Ascended Career:
Rank:
Origin:
Cell:
Divination:
Ordos Malleus Background:
Experience Earned:
Experience Unspent:
Weapon Skill:
Ballistic Skill:
Strength:
Toughness:
Agility:
Intelligence:
Perception:
Willpower:
Fellowship:

Renown:
Head:
Body:
Left Arm:
Left Leg:
Right Arm:
Right Leg:
Wounds:
Movement:
Fate Points:
Insanity Points:
Corruption Points:
Skills:
Acrobatics (Ag)
Awareness (Per)
Barter (Fel)
Blather (Fel)
Carouse (T)
Charm (Fel)
Chem-Use (Int)
ooc
Ciphers (Int)
Climb (S)
Command (Fel)
ooc
Common Lore (Int)
Concealment (Ag)
Contortionist (Ag)
Deceive (Fel)
Demolitions (Int)
Disguise (Fel)
Dodge (Ag)
ooc
Drive (Ag)
Evaluate
ooc
Forbidden Lore (Int)
Gamble (Int)
Inquiry (Fel)
Interrogation (WP)
Intimidate (S)
Invocation (WP)
Lip Reading (Per)
Literacy (Int)
Logic (Int)
Medicae (Int)
ooc
Navigation
  • 0
Performer (Fel)
ooc
Pilot (Ag)
Psyniscience (Per)
ooc
Scholastic Lore (Int)
Scrutiny (Per)
Search (Per)
  • 0
Secret Tongue (Int)
Security (Ag)
Shadowing (Ag)
Silent Move (Ag)
Sleight of Hand (Ag)
  • High Gothic
  • Low Gothic
Speak Language (Int)
Survival (Int)
Swim (S)
  • 0
Tactics (Int)
Tech-Use (Int)
Tracking (Int)
  • 0
Trade (Int)
Wrangling (Int)
Talents & Traits:





Melee WeaponsName:
Class: Melee Damage: Type: Penetration:
Special Rules:

Ranged WeaponsName:
Class: Damage: Type: Penetration:
Range: Rate of Fire: Clip: Reload Action:
Special Rules:

EquipmentEquipment Name (Source) - Weight



Experience Point Expenditure:
Rank 1 -

Allies, Enemies and Acquaintances:

Inquisitor Valen:
Valen was the Inquisitor who was the cause for Zanes ascention. Zane respects him greatly, but chose a different path then Valens. He owes him a lot though, and plans to repay it someday.

Jace Tybalt:
If there ever was a man Zane hated, it was Jace. A brilliant tactician, he has outsmarted Zane every time they have met, sometimes leaving him flat broke or once, butt naked. As far as Zane knows, Jace has never killed, but instead finds ways to pacify his enemies.

Frank Knight:
Knight is a novelist of fictional tales. Having assisted him with research, one of Knights reoccurring characters in his novel is based on Zane. Zane never disclosed anything he shouldnt of course, but helped Knight understand the realist better.





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