Elyas Zelman Legion Dark Angels ♦ Specialty Tactical Marine ♦ Rank 1 (12,700 XP spent) Demeanours Studious, Sons of the Lion ♦ Deed None Distinctions None, yet... Wounds 23 ♦ Fate 3 ♦ Insanity 0 ♦ Corruption 0 Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Height (Without armor) 1,86 m ♦ Weight (Without armor) 104 kgs Hair Black ♦ Eyes Orange ♦ Skin Tan
|
||||||||||
|
♦ Skills |
||
Basic Skills
Awareness 5045 Perception Carouse Charm Climb 6363 Strength
Command 5040 Fellowship
Concealment 848 Agility Contortionist Deceive Dodge 4848 Agility Evaluate Gamble Inquiry Intimidate 4040 Fellowship Logic Scrutiny Search
Move Silently 848 Agility Swim |
Advanced Skills Acrobatics Chem-Use Demolition Interrogation 4747 Willpower Invocation Lip Reading Literacy 5555 Intelligence Medicae Psynicience Security Shadowing Sleight of Hand Survival Tech-Use Tracking 4545 Perception Wrangling |
Ciphers Skills Chapter Runes 5555 Intelligence Xenos Markings 5555 Intelligence Common Lore Skills Adeptus Astartes 5555 Intelligence Imperium 5555 Intelligence War 5555 Intelligence Drive Skills Ground Vehicles 4848 Agility Forbidden Lore Skills
Xenos 5855 Intelligence Navigation Skills Surface 4545 Perception Pilot Skills Scholastic Lore Skills Codex Astartes 5555 Intelligence Speak Language Skills High Gothic 5555 Intelligence Low Gothic 5555 Intelligence Tactics Skills Recon and Stealth 5555 Intelligence Trade Skills |
♦ Talents, Traits and Abilities |
||
AmbidextrousThis Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with Bulging BicepsWhereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace Dark SightA creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting Heightened Senses (Hearing, Sight)Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes Killing StrikeSpace Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge Nerves of SteelLong years on the battlefield enable the character to remain calm as fire impacts all around them. The character may reroll failed Willpower Tests to avoid or recover from Pinning Quick DrawThe character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand Resistance (Psychic Powers)The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past True GritThe character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage,halve the result (rounding up) Unarmed MasterThe character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus
|
|
Special Abilities Tactical ExpertiseWhen initiating a Squad Mode ability, the Tactical Marine may share the benefits of his Chapter’s Squad Mode abilities with the members of his Kill-team as if they were part of his Chapter. This requires a successful Hard (-20) Command Test. At Rank 3, the Command Test becomes Challenging (+0). At Rank 7, the Command Test becomes Routine (+20).
Solo Mode Abilities Stoic DefenseContent...
Squad Mode Abilities Sustained SuppressionContent... |
♦ Wargear |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Other Wargear Repair Cement, Robe of SecretsAdds +3 to all Forbidden Lore(Xenos) Tests |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Implants Betcher´s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute), BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait, Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace, Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time, HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Larraman´s OrganSpace Marines do not normally suffer from Blood Loss (see page 260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (see page 136) may still inflict Blood Loss as normal, Lyman´s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent, Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity, MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space, Multi-LungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung, NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted, OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent, OmophaegaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course), Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality, PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons, ProgenoidsSee page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind, Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation |
♦ Personal History, Appearance and Personality |
While not born there, Elyas Zelman was nothing but a toddler when his parents brought him to a remote research station on Quaddalur Minoris. His father was a member of the Imperial Army detachment sent to protect the station, and his mother one of the scientists assigned there to study the planets odd biological properties. Something about the planet had caused strange mutations in the plant life there, and made it grow beyond usual metrics. Curios and hungry for knowledge, he would spend as much time as he could with his mother in her lab, and once he got older he would ask to journey with them on expeditions out into the jungles. While this was a relatively peaceful life for the most part, that would all change one day as they made a startling discovery. The source of the strange mutations on the flora was due to infection from a strange parasite, which not only mutated the plants but also provided them with a certain level of sentience - at least enough to adopt the nature of savage predators, disturbed by the humans poking around to close to its nest. As only a handful survivors from the ill-fated expedition returned, screaming about walking trees and carnivorous plants, the rest of the people on the station could only watch on as they were slowly surrounded by animated plant-hybrids. As the garrison engaged the approaching enemy, it would soon be clear that elevated bastions and high-velocity weapons would not do much to slow them down, and they instead focused on closing down all available entrances and potential breach points. Handing out whatever weapons they had - including a small number of flamers - the soldiers prepare to dig in and try to hold on, hoping that an emergency call that had been dispatched would reach someone. It was a tedious wait. Elyas and a few other young men would join the rest of the defenders, and on at least one occasion they would find themselves holding back a small breach in the station, and each attack usually took something away: either someones life, or part of the will to go on - often both. For a few days they managed to hold on, until finally one of the main entrances to the station was breached, allowing the more vicious and sizable aliens to make their way inside. The survivors - a handful of combatants, and about a dozen other people - gathered themselves in the most secure part of the facility they could and decided to make their last stand. Clutching his almost-empty flamer tight, Elyas would watch as a deformed. wrangled mass of roots, branches and vines spread it way across the ceilings, walls and floor of the room. Then suddenly, he could feel something shifting in the air. One moment, the only thing he saw was the slowly approaching alien lifeform. In the next, his field of vision was blocked by a trio of hulking figures, encased in pitch-black metal that put even the ebony of the enemy to shame. They did not speak, they did hesitate - they went to work. With chainsword, bolter and flamer they pushed the aliens back, and soon the survivors could hear the roar of landing craft outside. It was over in mere minutes, and what few remained of the stations crew was brought aboard the Spear of Truth, a warship of the Dark Angel legion that had been passing just close enough by that they had picked up the distress call. While the shock of what he had been through kept him shaken to his core, another feeling began to grow inside him: awe. He had been told stories of the Space Marines of course, these invincible warriors who protected the Imperium. But it was another thing entirely to see them for real. After spending a while with the other survivors, they were approached by an officer of the strike force that had landed on the planet. He would look around until he found the few young men - Elyas among them - who had partaken in the stations defense. Having learned of their resolve during the crisis, and understanding that they were now all orphans, he offered them a choice: return to the Imperium to find their places there, or step onto the path that fate had put them on and join the legion. They unanimously accepted the offer. The path to become one of the marines was long indeed, and Elyas faced many trials. Given a slightly smaller physique than most of his peers, he had to rely on other qualities to compensate, such as his wit and fast-thinking. And sometimes when only brute force would suffice, he would fall back on pure willpower to see himself through. Eventually though, the time would come to see them tested unlike ever before. Elyas and the other survivors was to be sent back to Quaddalur Minoris to seek for and exterminate any traces of the lifeform that had wrecked their home so long ago. Bringing with them all the wrath they had carried, as well as the fire- and willpower instilled in them by the legion, they found a last remaining nest of the parasites, and exterminated them with extreme prejudice. Having passed their final trial, they returned to the ship, now ready to join the legion as neophytes. Elyas would find that he had adapted to the life of a marine with ease, and he also took every opportunity to indulge his more analytical side. He would volunteer to serve as a forward scout and vanguard, preferring to be instrumental in gathering intelligence rather than relying on others to do so. He would eventually go on to serve in the Firewing, the most intelligence-oriented of the various wings within the Dark Angel legion. For one of the Adeptus Astartes, Elyas holds quite a small physical frame. Without his armor he stands about a head shorter than most of his kin, and his body is also more along the leaner and skinnier line - all being relative of course, as he is quite the impressive physical specimen compared to regular humans. His most noteable physical feature is his intense orange eyes, which give him an eerie appearance that can often unnerve those around him. He usually keeps his black hair braided, and his face covered in only a thin layer of facial stubble. To those not used to being around him, he can be seen as somewhat reserved and distant, which is only partially true. Having spent most his life in relatively secluded communities (the research station and the legion), some would say his social skills could use a little more work, and while he does not object to such statements, it is not work that he is in a rush to put in. His social skills work well enough to function within the legion, and that is where he feels most at home. But even among his kin, he is definitely more reserved and studious than most. His mother really left an imprint on him with her analytical and researching mind, and he has put this talent to good use in his service, often volunteering to lead recon missions and perform surgical strikes. All to ensure his duty is carried out as effectively as possible. |
♦ Experience |
||
Experience Spent On | Advance Table | Cost |
Simple Willpower Advance Forbidden Lore(Xenos) Ciphers(Xenos Markings) Interrogation |
Tactical Marine Special Deathwatch Dark Angels |
200 100 200 200 |