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Kaitheron Kasperos โ€“ Thousand Sons Librarian


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Reserved for sheet

 

 

 

Character Name: Kaitheron Kasperos
Legion: Thousand Sons Past Event:
Legion Demeanour: The Sons of Russ Personal Demeanour:
Specialty: Librarian Rank: Renown:
Experience Spent: / | Current Experience: Next Level:
Hair: Eyes:
Height: Weight:

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
37 44 38 40 33 43 36 53 26

Skill Basic Trained +10 +20
Acrobatics (Ag)        
Awareness (Per)    
Barter (Fel)      
Blather (Fel)        
Carouse (T)      
Charm (Fel)      
Chem-Use (Int)        
Ciphers (Int)        
- Chapter Runes    
-        
Climb (S)    
Command (Fel)        
Common Lore (Int)        
- Adeptus Astartes    
- Deathwatch    
- Imperium    
- War    
-        
Concealment (Ag)    
Contortionist (Ag)      
Deceive (Fel)      
Demolition (int)        
Disguise (Fel)      
Dodge (Ag)      
Drive (Ag)    
- Ground Vehicles        
Skill Basic Trained +10 +20
Evaluate      
Forbidden Lore (Int)        
- Xenos    
-        
-        
Gamble (Int)      
Inquiry (Fel)      
Interrogation (WP)        
Intimidate (S)      
Invocation (WP)        
Lip Reading (Per)        
Literacy (Int)    
Logic (Int)      
Medicae (int)        
Navigation (Int)        
- Surface    
-        
Performer (Fel)        
-        
Pilot (Ag)        
- Personal      
-        
Psyniscience (Per)        
Scholastic Lore (Int)        
- Codex Astartes    
-        
Skill Basic Trained +10 +20
Scrutiny (Per)      
Search (Per)      
Secret Tongue (Int)        
-        
-        
Security (Ag)        
Shadowing (Ag)        
Silent Move (Ag)    
Speak Language (Int)        
- High Gothic    
- Low Gothic    
-        
Survival (Int)        
Swim (S)      
Tactics (Int)        
- Assault Doctrine    
Tech-Use (Int)        
Tracking (Int)    
Trade (Int)        
-        
Wrangling (Int)        
-        
         
         
         
         

Talents  
Ambidextrous Use either hand equally tell
Astartes Weapons Training  
Bulging Biceps Remove bracing requirement for certain weapons
Heightened Senses (Sight, Hearing, Smell) Gain a +10 to a particular sense
Killing Strike Spend a Fate Point to make your melee attack impossible to parry or dodge
Nerves of Steel Re-roll failed tests to avoid pinning
Quick Draw Ready as a Free Action
Resistance (Psychic Powers) Gain +10 bonus to Resistance Tests
True Grit Reduce Critical Damage the character takes
Unarmed Master Attacks do 1d10+SB Damage and lack the Primitive trait
   
   
   
Traits  
Unnatural Strength (x2) Double attribute bonus BEFORE adding equipment
Unnatural Toughness (x2) Double attribute bonus BEFORE adding equipment

Wounds: Total:  
Current:  
Fatigue: 0
Critical Damage:
Insanity: Current Points:
Battle Fatigue:
Primarch's Curse:
 
Movement: Half: Charge:
Full: Run: 24
Fate Points: Total:
Current:
Corruption: Current:

Weapons
Name Class Damage Pen Range ROF Clip Rld Wt Req Ammo Special Rules
                       
                       
                       
                       
                       
                       
                       
                       
                       
                       
                       
                       
(X) Explosive Damage:
- Against hordes: Add +1 hit
Devastating (X): Deals +1 point of cohesion damage regardless of damage to Wounds.
- Against hordes: deals X to cohesion
Balanced: +10 Parry
Tearing: +1 die, drop lowest
Flame: Cone effect. No BS test. 30° arc. Agility test or take damage. If struck, second test or catch fire. Not affected by Cover
- Against Hordes: Flame weapons will hit a number of times equal to a quarter of the weapon's range (rounded up) plus +1d5. A flame weapon with a range of 10 hits a horde 1d5+3 times
Signature Wargear: Always available
Blast (X): X = Meters. Roll hit locations normally for anyone in range
- Against Hordes: Blast weapons hit a number of times equal to their (#)
Ammo: Req for 1 clip. Pistol is half req, Heavy is +5
Righteous Fury: When rolling damage, when rolling a 10, make identical second attack. If the attack would succeed, roll damage again. (If there is another ten, just roll damage again)
Gear (Weight: 254/1,350kg) Armour
Item Notes Requisition Location Soak  
      Head (1-10) AP: (AP + TB)
      Right Arm (11-20) AP: (AP + TB)
      Left Arm (21-30) AP: (AP + TB)
      Body (31-70) AP: (AP + TB)
      Right Leg (71-85) AP: (AP + TB)
      Left Leg (86-100) AP: (AP + TB)

Power Armour Abilities
Servo-Augmented Musculature: +20 Strength
Auto-Senses: Dark Sight, Immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +15 Sight and Hearing Awareness Tests (Total +30 Heightened Senses)
Built-in Voc Link
Built-in Mag Boots:
Nutrient Recycling: Two weeks without resupply
Recoil Suppression: May fire Basic weapons 1-handed without penalty. Non-pistols can be used in close combat. Size: Hulking
Poor Manual Dexterity: -10 Penalty unless using equipment designed for Space Marines
Osmotic Gill Life Sustainer: Armour is Environmentally Sealed
Bio-Monitor and Injectors: +10 Tests resisting Toxic. 6 Doses Pain Suppressor, Ignore Critical Effects for 1d10 Rounds. Stunned effects lasts a max of 1 round.
History;
1)

2)

 


WS: | BS: 52| Str: | Tough: | Agi: | Int: | Per: | Will: | Fel: | Fate:


Wounds: 0/22 | Fatigue: 0 | Critical Damage: 0 ║ Insanity: 0 | Corruption: 0 | Armour: | Soak: 1


 

 


 


 

 

 

 

 

 

 


Character Advancements

Advance Rank Cost Type
Character Creation      
       
       
       
       
       
       
       
       
       
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Rolls and character generation

Starting Abilities: +5 Int, +5 WP, Psy Rating +1

WS 37 | BS 44 | S 38 | T 40 | Ag 33 | Int 43 | Per 36 | WP 53 | Fel 26

 

Legion Advances

Advance

Cost

Type

Prerequisite

Lore (Any) (x3)

200

Skill

 

Lore (Any) +10 (x3)

300

Skill

Lore (Any)

Lore (Any) +20 (x3)

400

Skill

Lore (Any) +10

Infused Knowledge

500

Talent

Int 40

Psychic Technique (x2)

Varies

Talent

Varies

 

Rank 1

Solo Mode Ability: Eldritch Knowledge
Action: Free Action
Required Rank: 1

The Thousand Suns are extensively travelled and the collective knowledge and experiences of the Legion covers a huge portion of the galaxy. This knowledge is often passed down to new recruits though tales and advice from more veteran members of the Legion which the Space Marine can then call upon as needed. The Space Marine can use this knowledge to make a Lore: Common, Scholastic, or Forbidden Skill Test as if he has a specific Skill and associated specialty. If he possesses the Skill and specialty he wants to test against, he gains a +10 bonus to his test instead. A Space Marine may use this ability a number of times equal to his Rank each game session.
 

Rank 6
At Rank 6 the Space Marine’s knowledge becomes even more extensive and he gains an additional degree of success if he passes any Lore: Common, Scholastic, or Forbidden Skill Test.

Squad Ability
Squad Attack Pattern: Immaterial Conclave
Action: Half Action
Cost: 2
Sustained: Yes

Thousand Sons Sorcerers are skilled in using their abilities to predict the actions of their enemies and coordinate their Squad to exploit any signs of weakness or any flaws in the defences of their foes. Thousand Sons learn to work closely with their Sorcerers as a result, and the actions of their Secret Masters will often influence doctrine and tactical decisions. The Sorcerers within the Space Marine’s squad may choose to confer psychic powers with a range of “Self ” (see page 189 of the Deathwatch Core Rulebook) to those within Support Range. In all respects the Space Marine chosen by the Sorcerer becomes the recipient for the psychic power and benefits from all of its effects. The Sorcerer must choose at the start of each of his Turns to continue conferring the power on the Space Marine, shift it to another Space Marine or use it himself. In all other respects, the power remains the same and is activated and sustained as normal by the Sorcerer. More than one Sorceror can benefit from the effects of the Immaterial Conclave provided they are part of the same Squad and in Support Range, and multiple powers can be conferred onto the same Space Marine.

 

Rank 4
At Rank 4, activating the power becomes a Free Action.

 

At Rank 6 the Space Marine’s knowledge becomes even more extensive and he gains an additional degree of success if he passes any Lore: Common, Scholastic, or Forbidden Skill Test.

Rank 7
At Rank 7, psychic powers conferred on other Space Marines do not count for that Round against the number of powers a Sorcerer is sustaining and thus do not reduce the Psy Rating of other powers.


Squad Defensive Stance: Eddies of Change
Action: Half Action
Cost: 2
Sustained: Yes

Part of having a connection to the eddies of the warp is the ability to change tactics at a moment’s notice in the face of the enemy. If an attack has failed, the Space Marine may quickly change his stance or make a swift retreat or advance to place himself in a better position. When used as part of a squad, this ability allows the Squad to test an enemy’s defences and own attack strength by repositioning themselves or withdrawing as needed. The Space Marine and Squad members within Support Range of him may spend their Reaction immediately after their turn (before another PC or NPC has acted) to reverse a move action he has just taken. The Space Marine immediately returns to the position he was at the start of his turn before he took any actions, just as if he had moved there normally. This ability has no effect if the Space Marine did not move voluntarily during his turn (such as if he was moved by a foe or an environmental effect) or if he can no longer return to his former position (it is now occupied by a foe or no longer exists having collapsed or drifted off into space, etc.). In the latter case, he will move back as close to his original position as possible along the route he took during his turn.

 

At Rank 6 the Space Marine’s knowledge becomes even more extensive and he gains an additional degree of success if he passes any Lore: Common, Scholastic, or Forbidden Skill Test.

Rank 5
At Rank 5 the Space Marine has more control over his movement and when using this ability may return to any point within 5m of his original position.


Primarch’s Curse: Unnatural Visions
Level 1 (Dark Visions): The Legionnaire is beset with Visions of past times and deep, hidden secrets that cast a shadow over periods of rest and meditation. At the start of any mission, the Legionnaire must pass a Challenging (+0) Toughness Test or begin play with a level of Fatigue.

Level 2 (Scorn of Ignorance): The Legionnaire has grown to view those outside the Legion as misguided or ignorant of the truth and cannot bring himself to deal with them any more than necessary. The Legionnaire cannot use the Command Skill on anyone who is not either a member of his Squad or a fellow Thousand Son.

Level 3 (Unrelenting Suspicion): Trained in an atmosphere of secrets, the Legionnaire has become very distrustful of anyone outside his Legion and cannot take the words or promises of others at face value. Unless the Legionnaire’s Squad is solely comprised of Thousand Sons, its Cohesion is reduced by 2.

Name
WS
37
2d10+30 2,5
BS
44
2d10+30 7,7
S
38
2d10+30 1,7
T
40
2d10+30 3,7
Ag
48
2d10+30 9,9
Int
36
2d10+30 3,3
Per
36
2d10+30 5,1
WP
33
2d10+30 2,1
Fel
36
2d10+30 2,4
BS
46
2d10+30 7,9
Reroll WP
33
2d10+30 2,1
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