Thief

Brother Xing's page

136 posts. Alias of LazyPanda.


About Brother Xing

Brother Librarian Xing of the Warp Walkers Space Marines Chapter, Rank 7, Psy Rating 8

Stats:
(130 points spent)
63 WS
45 BS
65 WP (Deed +10 WP tests)(Sig. Wpn +5 WP tests)(Psy Hood: +5 Focus test)
50 Int (Unnat. Int x2)
50 Tgh (Unnat. Tgh x2)
50 Per (+10 Sight/Hear, +15 in armor)
60 ST (unnat. St. x2)
50 AG (Armor +10)
30 Fel

Wounds 23
Fate: 5
Movement: 7/14/21/42 in armor.
Insanity: 8
Corruption: 5

Gear:

Standard Gear-

Astartes Bolter with fire selector: Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing
Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing
3-Astartes Frag Grenades Thrown SBx3 S/–/– 2d10 X 0 Blast (5)
3-Astartes Krak Grenades Thrown SBx3 S/–/– 3d10+4 X 6
Repair Cement

Master Sig. Wargear:
Master Crafted Great Force Sword (Chapter Relic) Melee 1d10+2 E 2 Balanced, +10 WS tests, +5 WP tests, Special**Two handed adds 1d10 damage. If the bearer does not have a strength bonus of 6, the weapon loses the balanced quality and becomes unwieldy, the extra damage usually applied to Master crafted weapons is sacrificed, in order to keep weight and balance of the broader and slightly larger force sword.

Chapter Relic awakening- Dark Fire:
Weapon type becomes E and sets its targets on fire.

(For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.)

Power Armor:
Custom built Mark 6 “Corvus” Astrates Power Armor, made especially by the Adaptus Mechanicus and their Chapter’s Artificers . Fleet based, the resources for construction and time taken mean this special armor is made uniquely for each WarpWalker. The protections necessary to withstand such exposure is enourmous and the suit is reinforced with Lumacrete dispensors that automatically monitor the suit for punctures and repair them, protecting the Librarian along with the Hexagrammic Wards for protection against the warp elements.
(St Bonues +20, Auto Senses +15, +10 Agility, Manual Dexterity modifier -10)
Protection: 8/9
History:
Librarians of this Chapter only bear armor that have Hexagrammic wards to protect them while Warp Walking, no other histories are allowed.
Suits encrusted with religious iconography, inscribed with holy runes of warding, or inlaid with subtle defensive systems with Hexagrammic Wards provide the wearer with a +20 bonus on any Test made to resist psychic powers or attacks, and doubles the armour’s AP against psychic attacks dealing direct damage. Warp weapons (and similar devices) do not ignore the APs of hexagrammically warded armour.

Chapter Info:

Chapter: Warp Walkers
Founded: As a standing force for a forge world and Eldar incursions in the 41st millennium.
Progenitor: Unknown
Genestock Purity: New Generation
Characteristics: +5 Agility and +5 Int
Demeanour: Scions of Mars
Chapter Trapping: Trappings: As a fleet based chapter, their suits must be able to withstand and function in varying environments, most usually in the vaccum of space. Over the past, the Chapters Artificers have worked closely with the Adaptus mechanics and developed special Lumacrete filament dispensers that diligently maintain the armors seal.

Home World: Fleet Based (mostly)
Terrain Type: Airless
Relationship with Home world: Distant Rule: Many worlds, not much contact, mythological
Organization: Divergent Chapter
Combat Doctrine: Close Combat

Skills and Talents:

Trained Skills

Acrobatics (Ag)
Awareness (Per)
Ciphers (Chapter Runes) (Int)
Climb (S)
Common Lore (Adeptus Astartes) (Int)
Common Lore (Deathwatch) (Int)
Common Lore (Imperium) (Int)
Common Lore (War) (Int)
Concealment (Ag)
Drive (Ground Vehicles) (Ag)
Forbidden Lore (Xenos) (Int)
Forbidden Lore (Archeotech) (Int)
Forbidden Lore (Demonology) (Int) +20
Forbidden Lore (Warp) (Int) +20
Forbidden Lore (Psykers) (Int)
Forbidden Lore (Traitor Legions) (Int)
Literacy (Int)
Navigation (Surface) (Int)
Pilot (Personal) (Ag)
Psyniscience (Per) +20
Scholastic Lore (Codex Astartes, Occult) (Int)
Silent Move (Ag)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Tactics () (Int)
Tech Use (Int)
Tracking (Int)

Basic Skills

Barter (Fel)
Carouse (T)
Charm (Fel)
Command (Fel)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Evaluate (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Logic (Int)
Scrutiny (Per)
Search (Per)
Swim (S)

Talents

Ambidextrous
Astartes Weapons Training
Bulging Biceps
Blademaster
Counter Attack
Deathwatch Training
Daemon Hater
Flagellant-

Spoiler:
(Daily prayer and ritual required, 1 dmg, gives +10 bonus to Willpower Tests made to resist mind control or Malignancy. Should you fail to flagellate yourself on any given day, you take a –5 penalty to all Tests due to shame and guilt.

Forsight- +10 INT on next test with 10 minutes focus
Heightened Senses (Hearing, Sight)
Hardy- always considered lightly wounded
Killing Strike
Lightning Attack
Nerves of Steel
Quickdraw
Psy Rating 8
Resistance (Psychic Powers)
Rite of Sanctioning
Swift Attack
Signature Wargear- Chapter relic: Great force sword
Step Aside - one additional dodge reaction each turn
True Grit
True Savant
Spoiler:
May make any Lore Test as if he has that Skill, and may re-roll any Test for a Lore skill that he has earned

Unarmed Master
Warp Conduit
Wall of Steel

Traits: Hulking, Space Marine Implants, Unnatural Strength (2x), Unnatural Toughness (2x), Unnatural Intelligence (2x), void accustomed,

history:

Custom background Package-1000xp "Unshakable Faith"
Spoiler:
Immune to fear, Insanity reduced by 1/2 (round down0, Flagallent and True Savant talents.

Deed: No quarter given: 600xp, +3 WS, Counter-attack talent
Distinction: Reason and Will: 600xp - (+10 To all WP tests, 1 re-roll per session, suffer no more than -20 to WP tests, GM may allow WP test not normally allowed to resist hardship or trauma.)

XP Spent:

40,950/42,000xp
3550xp spent on Characteristics:
Weapon Skill 200 500
Ballistic Skill 750
Strength 200 500
Willpower 200 500 1000
Perception 200 500

Chapter Advances: 2300xp
Forbidden Lore (any 2): 100 Demonology and Archeotech
Forb. Lore +10 (any 2) 200 Demonology and Warp
Forb. Lore +20 (any 2) 300 Demonology and Warp
Tech-Use 200 Skill
Acrobatics 200
Blademaster 500
Hardy 800

Rank 1 Deathwatch Librarian Advances 3900
Lore: Forbidden (Psykers) 400
Psychic Power (x2) 2500
Rite of Sanctioning 400
Foresight 600

Rank 2 Deathwatch Librarian Advances 1400
Psyniscience +10 400
Psy Rating 4 500
Psy Power x1 500

Rank 3 Deathwatch Librarian Advances 2400
Psyniscience +20 400
Psy Rating 5 500
Swift Attack 700
Warp Conduit 800

Rank 4 Deathwatch Librarian Advances 2500
PR 6 1000
Psy Power x1 1500

Rank 5 Deathwatch Librarian Advances 4700
PR 7 1200
Alt. Specialty Void Knight 2000xp
Daemon Hater 500
Wall of Steel 1000

Rank 6 Deathwatch Librarian Advances 2400
PR 8 1500
Step Aside 500
FL Traitor Legions 400

Rank 7 Deathwatch Librarian Advances 800
Lightning Attack 800

Space Marine and Deathwatch Advances: 1600
Pilot (Personal) 100

Signature Wargear 500- Chapter Relic- Great Force Sword
Librarians of the Void Walkers favor the use of their force sword above all else. Their manipulation of gravity and the forces of the warp allow them to wield larger weapons with greater ease when using both hands. This sword is slightly larger and broader than a standard force sword and may be gripped with two hands adding 1d10 damage to a normal force sword’s profile. This weapon is master crafted and balanced in the hands of a Warp Walker and replaces their standard issue force sword.

Signature Wargear Master 1000 –Chapter Relic awakening: (+5 WP tests)
Rolled 75 for Weapon Attribute:
Dark Fire: Weapon type becomes E and sets its targets on fire.

Psy Powers:

Librarian does not have access to Astarte Codex Abilities.

Gravity Ward
Action: Half or Reaction, Opposed: No, Range: Self, Sustained: Yes
Description: The Librarian is able to bend gravity to ward off powerful melee attacks. While this power is in effect, the Librarian gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 x PR. Note that this power prevents the Librarian from using his arm for any other purpose, such as wielding a weapon, climbing, and so on, as he must use his hand to alter gravity at will.

Warp Lash:
Action: Half, Opposed: No, Range: 10m x PR, Sustained: No
Description: The librarian summons micro singularities into existence, ripping and tearing apart flesh apart as the vortex’s gravity pulls the target in every direction simultaneously. Gravity rip must be targeted at a single creature. However, it may affect others nearby depending on its power. The Librarian does not need to make a BS test to hit the target. However, his Focus Power Test is modified as if he was making a ranged attack (using bonuses and penalties for range, lighting, enemy talents, etc.). Gravity rip deals 1d10 Energy Damage x PR with a Penetration equal to his PR. Any creatures within 1 metre x PR of the target will also be affected.

Gravity Wave:
Action: Full, Opposed: Special, Range:5m x PR, Sustained: Special
Description: The Librarian summons a wave of kinetic energy and force blasting those in its path. The power works exactly like a shot from an Adeptus Astartes Graviton Gun and may be focused to pin a single target at the push level. A successful attack deals 2d10 points of Impact damage, Pen =PR. The attack has the flame quality, everything caught in its area of effect is subject to extreme gravitational forces in a 30 degree cone and must make a Very Hard (–30) Strength Test or be knocked down. A being that fails its Strength Test and is thrown into a solid object or surface from a standing position takes 1d10 points of impact damage to their body. This damage may be increased at the GM’s discretion depending on the surface the being is thrown into (electrifi ed, covered in spikes, has a sharp corner) or how far the being is thrown or falls.
At the Push Level, the ability may be focused onto a single target and pin one target up to Enormous size. A pinned target takes a further 1d10 points of Impact damage + the base PR of the Librarian, that ignores armour every round until the target escapes the beam or is crushed to death. When the power is used to pin a target, the Librarian can sustain the power each round as normal. Moving or attempting any physical action while pinned requires an Opposed Strength Test vs the WP of the Librarian, which gains a +5 x base PR. The blast may also shatter fragile objects, collapse weak floors or structures, jam machinery, damage vehicles, rupture storage tanks, or cause any other sort of mayhem as the GM sees.

Warp Walk-1500xp
Sustained Yes, Range: Self, Opposed No, Action: Special
This ability allows the librarian to shift between real space and the warp, and acts as a Force Field with a protection rating of 45 that never overloads. Additionally, if the Librarians melee attack scores three or more Degrees of Success while Warp Walking, it cannot be parried, and Damage from the attack is not reduced by the target’s armour. An attack that bypasses armor in this manor may not trigger killing force if the target is damaged. Movement Action while this power is sustained effectively allows the librarian to pass through solid barriers or obstacles without slowing their speed. At the fettered level this action is a full action, at the unfettered level this action is a half action, and at the Push level, this action is a free action.

Warp Concussion 1000xp
Action: Half, Opposed: No, Range: Self or 10 meters x PR, Sustained: yes
Description: The Void Walker calls upon warp and becomes a living conduit of kinetic energy that can be unleashed upon a distant foe or used to aid him in melee combat. If he is in melee when this power is used, he gains bonus damage equal to his base Psy Rating, and adds the concussive quality to a single melee weapon he is wielding or all unarmed attacks, until the force is discharged. If he chooses to hurl the stored kinetic energy in a straight line out to its maximum range, striking everything in its path, the power ends immediately afterwards. Any creature, friend or foe, that the blast passes through, suffers 1d10xPR Impact damage with a Pen of 5 and the Concussive quality.

Concussive Quality: The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down.

Void Bane 1500
Action: Half Action
Opposed: Yes
Range: 20m x Psy Rating
Sustained: Ye s
Description: When the Librarian summons up this power, he is creating an invisible agonising resonation around a target. The Librarian picks a single target within range and makes a Challenging (+0) Opposed Willpower Test with them. For every degree which they fail they suffer a –10 to all their Tests and can only take a Half Action on their following turn. If the Librarian beats them by four degrees of success or more, then they also take 2 x Psy Rating Impact Damage which is not reduced by armour.

Void Fog 500
Focus Time: Full Action
Sustained: Yes
Range: Self
Shrouding himself and those nearby in an impenetrable psychic fog, the Knight makes it almost impossible for his foes to see him and his allies. This protects them from ranged attacks and enhances their stealth. The fog extends out around the Knight in a 20 meter radius and makes those within it hazy and indistinct when viewed from without while not restricting the vision of those within it. Ranged attacks at targets within fog from those beyond its
radius suffer a –30 to hit in addition to any other modifiers. In addition, those within the shroud add +30 to all Silent
Move and Concealment Skill Tests against those not within
the shroud. Every DOS allows the Librarian to increase or decrease the fog by 10m.

Implants:

Cortex Implants- Grants Unnat. Int x2 (Add 2 DOS to successful opposed tests, Int. Skill tests one degree lower difficulty.)

Solo and Squad Modes:

Solo Mode Ability:
Emperor’s focus
The Void Walker’s natural affinity with the warp allows them to see traces of the warp where others normally can’t, sometimes called the Emperor’s sight, they are able to see traces of the warp with acute accuracy. Upon their rite of sanctioning, WarpWalker Librarians lose their sight, as they walk through the Warp, only the Emperor’s sight can guide them safely. This grants the Brother the ability to re-roll failed Psyni tests. At rank 4 the brothers body has become a well of Psychic energy that swells over with his presence constantly leaking residual energy from the warp, allowing it to flow through him freely, without the need to concentrate. The brother may sustain a single Psy power with Range: Self as a free action. At Rank 7 such is the power and ability of a Warp Walker, they are able to freely access the energies of the warp and may sustain 2 Psy powers at full PR rating. Note, this does not change the number of times Psy abilities are able to be used in a round. (Still only one Psy “attack” allowed each round)

** No other Solo mode allowed**

Squad Abilities:

Attack Pattern:
The Emperor's Vengeance
Action: Half Action
Cost: 2
Sustained: No
Effects: The holy fury of the Emperor lives in the hearts of all Warp Walkers, awaiting the time when it will be unleashed upon his foes. Until the start of his next Turn, whenever the Battle-Brother and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an additional Standard Attack with that same weapon, against the same foe, as a Free Action. If this blow also hits, then they may make an additional Standard Attack and so on, up to a total number of extra attacks equal to their Agility Bonus. Improvement: If the Battle-Brother is Rank 4 or more, summoning The Emperor's Vengeance is a Free Action.

Fearless resolve
Action:Free Action
Cost:1
Sustained:No
Effects:In holding the line against seemingly impossible odds, the character assumes the mantle of an exemplar of duty, stoicism and sacrifice. In shrugging off wounds that would cripple even a mighty Space Marine, he inspires others to do the same. This Defensive Stance may be used by a Warp Walker character that has sustained Critical Damage and kept on fighting. With this ability in effect, the battle Brother and those in Support Range may reduce the effects of any roll on any Critical Effects table by the Rank of the character, to a minimum of 1. For example, if a Battle-Brother suffers result of 9 on Table 8-9: Energy Critical Effects – Body, a result which would kill him quite spectacularly, and the Warp Walker's character has a Rank of 3 his injury would be reduced to a result of 6, a serious, but survivable effect.Improvements:This ability cannot be improved

Void Knight:

Alternate Rank 5: Void Knight
Rank 5 or higher, 2000xp
Wargear:
Psychic Hood:
A character equipped with a psychic hood may spend his Reaction to attempt to nullify a psychic technique being used by another psyker within a number of metres equal to the character’s Willpower. This attempt should be declared before the enemy psyker makes his Focus Power
roll. The psychic hood’s wearer first makes a Focus Power (Willpower) Test. Every degree of success imposes a –10 penalty on the enemy’s Focus Power Test. Alternatively, the wearer may attempt to nullify the effects of a Psychic Technique on himself only, regardless of Range. To do this, the character takes a Focus Power (Willpower) Test. If he succeeds, he is unaffected by the Psychic Technique, but any other targets or areas are affected normally. A nullification Test may trigger
psychic phenomena based on Psychic Strength as normal. Additionally, the psychic hood grants the wearer a +5 bonus to all Focus Power Tests, including nullification attempts.

Psy Refractor Field:
Your Armor's ornamentation activates with your increasing Psy Ability, channeling a protective force through built in psychically activated refractor fields that add the users PR to his armour value against melee strikes.

Special Ability:
Emperors Righteousness: Adds WP Bonus to damage with Psy Powers and Force Weapons. +10 on Opposed WP test versus Xenos, Daemons, and humans with corruption.

Purchased Advances:

Daemon Hater (800xp): The thing imprisoned within the sword loathes other daemons with a purity and fury that can only be possible from one of their own warp-spawned kind. When the weapon strikes a warp entity or any other creature with the Daemonic Trait, it automatically may inflict Righteous Fury on a Damage result of 8-10.

Wall of Steel 1000xp

Mission 1 Requisition:

Cortex Implants- (30)

Storm bolter (20)

Astartes Grapnel: (3)

Flip Belt: (21): A flip-belt grants the Hover Trait (6) and +20 on
all Agility-based Tests, and requires the Pilot (Personal) Skill to
use.

Psybolt Ammunition (10) 2x basic clips

Combi-tool (15)

Mission 2 Requisition:

Arm mount for bolt weapon 15
Signum Link 20
Flip Belt 21
Psy Ammunition 2x basic 10
Stalker Pistol (10)
Red-Dot pistol (10)..I think, need to double check.
Psy Ammunition 2x pistol 5

Psy Ammunition:
Psychically charged bolt shells tipped with truesilver and etched with powerful rites, Psybolt ammunition glows with an eerie blue light when fired from a bolt weapon. Any Bolt weapon equipped with Psybolt ammunition ignores any protective benefits the target has based on psychic powers or Sorcery. In addition, the weapon counts as Sanctified and adds the Psy Rating of the user to the damage dealt.

Daemonic creatures double their Toughness Bonus against all Damage, except for Damage inflicted by force weapons, Psychic Powers, holy attacks or other creatures with this Trait. Daemonic creatures are also immune to poison and disease. (Sanctified counts as holy attack.)