Jump to content

Elyas Zelman - Dark Angel Tactical Marine


Recommended Posts

spacer.png

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

 

Weapon Skill

42 4

Ballistic Skill

5747 Base
+5 Dark Angels
+5 Helm of Mordicus
5

Strength

6338 Base
+25 Power Armor
9

Toughness

47 8

Agility

48 4

Intelligence

5550 Base
+5 Dark Angels
5

Perception

45 4

Willpower

4742 Base
+5 Simple Advance
4

Fellowship

40 4

 

♦ Skills

Basic Skills

Awareness 5045 Perception
+5 Auto-Senses

Carouse

Charm

Climb 6363 Strength

Command 5040 Fellowship
+10 Helm of Mordicus

Concealment 848 Agility
- 30 Heavily Armored
-10 Mk Armor

Contortionist

Deceive

Dodge 4848 Agility

Evaluate

Gamble

Inquiry

Intimidate 4040 Fellowship

Logic

Scrutiny

Search

Move Silently 848 Agility
- 30 Heavily Armored
-10 Mk Armor

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
+3 Robe of Secrets

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.

Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to –10

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
are exotic weapons; for these, he must acquire individual proficiencies as normal

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

Weapon Name Class Range RoF Damage Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10+9 I 0 - -   -
Astartes Combat Knife Melee Melee - 1d10+2 R 2 - -   2 kgs
Astartes Bolt Pistol Pistol 30 m S/3/- 2d10+5 X 5 14 Full Tearing 5,5 kgs
Astartes Bolter Basic 100 m S/2/4 2d10+5 X 5 28 Full Tearing 18 kgs
Astartes Frag Grenade Thrown 27 m S/-/- 2d10 X 0 - - Blast(5) 0,8 kgs
Astartes Krak Grenade Thrown 27 m S/-/- 3d10+4 X 6 - -   0,8 kgs
Armor Name Locations Covered Special Qualities AP Wt
Mk 2 "Crusade" Armor All See Below 7/9 280 kgs

Armor Features

  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +25. The effect on SB is calculated after the Unnatural Strength multiplier
  • Bio-Monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar
    poison effects.
    • The pain suppressor reservoir has a total of 6 doses,
    each of which can be used to ignore Critical Effects
    for 1d10 rounds. The doses may be used in succession
    or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one
    Round before the bio-monitor detects and negates it
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every week that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every week that passes without food or Preomnor-derived sustenance
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all

 

  • Auto-SensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action (see page 238) Into a Half Action
  • Vox-LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat
  • Blood of Those Who Came BeforeThis suit is stained forever on its inside surfaces by the blood of its previous occupants. For some reason a tradition has developed that the life-fl uids spilt when the wearer of this suit is killed should not be cleaned away. Rather they are left as a harsh and visceral reminder of a Space Marine’s ultimate duty, one that steels his mind against the threat of death. The wearer gains a +10 bonus to Pinning tests

 

  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured
  • Helm of MordicusThis suit has been modifi ed with the addition of a rare Mk2 helmet, dating from the very outset of the Great Crusade. Its Machine Spirit is a veteran indeed. Such a prized relic commands much respect and authority among the Adeptus Astartes. This helmet provides AP 7 to the head and Mk2 Auto-senses. It also grants +5 Ballistic Skill, +10 to Command Tests and +5 Fellowship when dealing with other Space Marines

 

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

 

Edited by DarthAnthrax (see edit history)
Name
Weapon Skill
42
2d10+30 10,2
Ballistic Skill
40
2d10+30 4,6
Strength
38
2d10+30 5,3
Toughness
47
2d10+30 7,10
Agility
48
2d10+30 8,10
Intelligence
39
2d10+30 2,7
Perception
45
2d10+30 10,5
Willpower
42
2d10+30 8,4
Fellowship
47
2d10+30 7,10
Reroll Intelligence
30
2d10+10 10,10
Starting Wounds
22.5
1d10/2+18 9
Fate
3
1d10 3
Power Armor Mark
2
1d10 2
Armor History Tables
1.5,5
repeat(1d10/2,2) 3,10
Battle Scars History
7
1d10 7
Skill of the Artificer History
1
1d10 1
Link to comment
Share on other sites

Posted (edited)

 

f69bacb801cf472cbc9890ad9d6d0aae.jpeg.fbe32688bc9a625abbf13c4b207d11f6.jpegElyas Zelman - Dark Angel


WS 42 ♦ BS 57 ♦ S 63 ♦ T 47 ♦ A 48 ♦ I 55 ♦ P 45 ♦ W 47 ♦ F 40+25 when dealing with other Space Marines

Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600


Armor Body 9, All Other 7 ♦ Wounds 23/23 ♦ Fate 3/3 ♦ Pain Suppressor Doses 6/6


Awareness 50 ♦ Scrutiny 22 ♦ Command 50

 

Edited by DarthAnthrax (see edit history)
Link to comment
Share on other sites

Posted (edited)

So I´ve gotten most of the mechanics down, and are working on the fluff. Here is the basic outline of what I had in mind for the character, feel free to comment and offer suggestions, I´m not all that well-versed in the deeper parts of the lore.

 

He was raised on a remote research station as the son of a guardsman and a scientist and showed a sharp intellect pretty early in life, and it was planned that he would follow in his mothers footsteps as a biologist. His youth was cut short though, as the station came under attack by a host of indigenous aliens. The station managed to hold them off long enough for a nearby strike force of Dark Angels to arrive, but most of its inhabitants were slain, including both Elyas parents. With nowhere else to go, and having shown great courage in the defense of the station despite his age, he was offered to join the legion. He would pass through his trials until he was sent back to his home to search for and eradicate any traces of the aliens, which he did, and as such became a neophyte of the Dark Angels. He continued to serve faithfully until he was accepted as being worthy of becoming a true marine. He would serve his legion well, often in roles outside of the traditional infantry line like a scout or saboteur. With an aptitude for military intelligence, he would eventually come to serve in the Firewing, the most hidden of the Dark Angel orders.

 

While many skills that I want is unavailable at Rank 1, I imagine Elyas as serving a versatile tactical role. With bolter specialization and specialized ammo, he can operate well against many different foes, serving as long-range marksman or short-range devastator. I didn´t take it from start, since I wanted to add some skills for more diversity to him, but I plan to take the Astartes Weapon Specialization talent asap. Also, and hopefully there can be some way to incorporate a good reason for this, I would want to take the Guerrilla Training talent as an Elite Advance. I´m not looking to become a stealth master or anything, but the innate penalties of power armor makes any kind of stealth hard. I might also want to look at getting the Infused Knowledge talent to capitalize on having a pretty good Intelligence, but that is not exactly top priority.

 

Edit: Oops, realized if I wanted you to take a look at this, I should probablt include an @Trish_the_Nugg_Queen

Edited by DarthAnthrax (see edit history)
Link to comment
Share on other sites

You are aware that you may switch two different characteristics around? There's nothing bad in being extremely smart, but you could start with BS 50 and Int 50 instead of 45 and 55 respectively.

If you have already switched around two scores, discard everything I said.

Link to comment
Share on other sites

3 hours ago, Ayeba said:

You are aware that you may switch two different characteristics around? There's nothing bad in being extremely smart, but you could start with BS 50 and Int 50 instead of 45 and 55 respectively.

If you have already switched around two scores, discard everything I said.

I saw that we were allowed to do that, just haven´t gotten around to enter it in the sheet yet. I was planning to swap Fellowship and Ballistic Skill. I don´t mind being a highly intelligent soldier, and I hope to pick up several skills that can help outside of combat based on Intelligence (Demolitions, Logic, Tech-Use, several knowledge and tactics skills...) to represent proficiency with the various aspects of military intelligence as well as combat.

Link to comment
Share on other sites

There we go, I think I have gotten everything down, except that I have some XP left to spend. However I am of the nature that I will probably tinker with this up until selection, though I won´t change up the backstory and the basic nature of the character.

Link to comment
Share on other sites

  • 3 weeks later...

I´ve added a small section on appearance and personality. Other than that, I only have some XP left to spend, and I was hoping that it would be possible to tweak the character a little bit after selection have been made, assuming I make the cut.

Link to comment
Share on other sites

×
×
  • Create New...