| Full Name |
Daxio Scavran |
| Race |
Frontier World Imperial Navy Assassin |
| Classes/Levels |
WS 30 BS 45 S 30 T 30 Ag 45 Int 25 Per 40 WP 35 Fel 20 Inf 30 || W 12/12 Fate 4/4 || Armor 4(7) all |
About Daxio Scavran
Daxio Scavran
Homeworld Frontier World
Background Imperial Navy
Role Assassin
Weapon Skill 30 (25+5)
Ballistic Skill 45 (30+10+5*)
Strength 30 (25+5)
Toughness 30 (25+5)
Agility 45 (25+15+5*)
Intelligence 25 (25+0)
Perception 40 (30+10)
Willpower 35 (25+10)
Fellowship 20 (20+0)
Influence 30 (25+5)
Fate Point Threshold 4
Fatigue Threshold 7
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Combat
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Armor 4 all OR 3 body, arms (+1 vs blast)
Wounds 12
Speed 3/6/9/18
Melee Chainsword (1d10+2+3, Pen 2, Tearing, Balanced)
Ranged Stub Pistol (S/3/-, 30m, 1d10+3, Pen 0, 9 rds, 1 full; silencer)
Ranged Ironclaw Shotgun (S/3/-, 30m, 1d10+4, Pen 0, 18 rds, 1 full, scatter; slug ammo available)
Ranged Compact Sniper Rifle (S/-/-, 200m, 1d10+4, Pen 3, 20 rds, 1 full, accurate, reliable; red dot sight)
Special Attacks Inescapable Attack (-10xDoS to Dodge vs BS attacks)
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Statistics
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Aptitudes Agility, Ballistic Skill, Fieldcraft, Finesse, General, Offense, Perception, Willpower
Skills athletics, awareness, common lore (imperial navy), dodge, interrogation, operate (aeronautica), scrutiny, stealth, trade (armourer)
Talents inescapable attack, jaded, keen intuition, nowhere to hide, precision killer, rapid reload, weapon training (chain, solid projectile),
Experience (1000+600)
S: Awareness-100
S: Dodge-100
S: Scrutiny-100
S: Stealth-100
Agility Improvement-100
T: Rapid Reload-200
T: Inescapable Attack-300
Ballistic Skill Improvement-100
T: Nowhere to Hide-200
T: Precision Killer-300
Weapons chainsword, compact sniper rifle, combat shotgun, shotgun slugs (4 clips, +1 dmg, +2 pen, lose scatter)
Armor flak coat, guard flak armor
Other Gear rebreather, microbead
Requisitions (His Enduring Light) silencer (pistol), frag grenades (2), stub pistol (2 mags), red dot sight (rifle), ration packs (4), backpack, stummer
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Abilities
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Rely on None but Yourself A frontier world character gains a +20 bonus to tests when applying personal weapon modifications, and a +10 bonus when repairing damaged items.
Close Quarters Discipline An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee.
Sure Kill In addition to the normal uses of Fate points(pg 293), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts.
Jaded Mundane events, from death’s horrific visage to xenos
abominations, do not force him to gain Insanity points or make Fear tests.
Keen Intuition After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.
Nowhere to Hide add DoS to damage to cover (rather than just 1).
Precision Killer Ignore penalty for Called Shots.
Rapid Reload He halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.
Inescapable Attack (Ranged) After making a successful attack test of the appropriate type as part of an All Out Attack, Called Shot, Charge, Standard Attack, or Stun action, the character imposes a penalty on all evasion attempts (Dodge or Parry tests) made against this attack equal to 10 times the total degrees of success scored on the attack test.
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Background
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Life on Luxar Delta is a balance in juxtaposition. Though not classified a Death World, the planet's environmental instability makes life rather difficult. Were it not for its wealth of natural resources designating it a Mining World, it likely would not exist as an established planet within the Imperium of Man. Yellios, the seat of the planetary governor, is perhaps a century from growing into a legitimate hive city. Beyond the capital, twelve trade cities dot the two major continents of the planet, with each having a direct trade relationship with Yellios. Outside of those thirteen metropolitans, there exists only scattered, isolated harvesting settlements. The frequent seismic activity makes the construction and maintenance of long-distance roads incredibly costly and highly inefficient. Near-constant upper altitude storm patterns likewise make traditional aerial transport near impossible. Thus, the only way to bring personnel, resources, and harvested materials to and from these settlements are low-altitude transports, something the people of the settlements affectionately refer to as 'Hogs'. These transports, and their crews of 'Hog Jockies', had to face not only the long empty expances and strange weather of Luxar, but also the many bandits and raiders who saw a lone transport as a prime prize.
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Daxio grew up in the trade city of Kembora, the child of a pleasure girl and one of her clients. There were plenty of other kids living in the blockhouse-turned brothel, so Daxio never was at a loss for entertainment. When he was seven, he came home to find his mother gone - no sign as to where and no evidence as to why. When the week's end came, the landlord put the boy out on the street. He stayed with other families for a short time, but an extra mouth that can't earn is costly, and he soon found his stay worn out.
Living in the alleys and ruins of Kembora with the other urchins, he learned his speed was the only thing that kept him on his feet and out of trouble, but only just. When he heard a cryer offering work with the Swineshead Haulers, one of the transport companies, he jumped at the offer. He was too young to be either ground crew or a flight loader, but each Hog needed hands to help keep the hauler clean and stocked, so Daxio found himself the fourth person on a three man team. He served the crew in much the way a squire would a knight, tending to their gear, preparing meals (poorly), fetching supplies, and keeping the craft clean. Over the years, he also learned their craft and all that came with it.
At fifteen, he officially signed on as a loader, though his reflexes and balanced eye (and a few rough encounters for their crew) saw him moved to co-pilot by seventeen. While solid on the stick, Daxio was a skilled marksman, both when using a shotgun as raiders tried to gain purchase on their craft, or when wielding rifle at range. While most haulers had basic onboard weapons, many crews had taken to using hunting rifles or even military sniper weapons for targeting the pilots of raider craft. Their length and bulk was often difficult to handle inside the crew compartments or even at the cargo bay windows, so they were frequently modified and shortened to allow ease of use in such confined quarters. Daxio had taken well to such a weapon, and over the years of had modified his own thusly.
Five years into his life as a Hog Jockie, the Imperial Cruiser "Dauntless Spirit" limped into orbit above Luxar. Badly damaged in a confrontation between its fleet and a traitor force, the "Dauntless Spirit" had been left behind to seek repairs and restocking of supplies, including crew. The naval officers made demands of the planetary governor for tens of thousands of crewmen to replenish their depleted staff. Many of the transport crews were sold off as skilled personnel by their employers, who happily handed over their teams in return for the pay being offered by the governor and the navy. Quickly put through basic testing and assignment, Daxio's skill at arms and quick reactions saw him marked as an armsman. While a better station that many received, he was lost to the rest of his jockie comrades, as each had been separately repurposed.
(tbc...)
6 Character Questions
1. What does the acolyte desire?
- At his core, Daxio is the uncertain orphan seeking a measure of worth and acknowledgement from a person of power whom he respects. To this end, he ascribes to the Imperial Creed and thus sees his duty as such an opportunity to serve the mythical hierarchy.
2. What does the acolyte hate?
- Brigands, criminals, raiders, and all those who would prey on the weak.
3. What is the acolyte willing to sacrifice?
- Daxio sees himself as a faithful servant of the Emperor, and this assignment to the Inquisitor as a first chance to prove that. While he has no desire to, if in the right situation, he would give his life.
4. How did the acolyte meet the Inquisitor?
- Daxio was press-ganged into service aboard the Cruiser Dauntless Spirit. He took well to his role aboard, becoming an armsman on a squad tasked to deal with internal security, including twists. The Inquisitor was traveling on the same vessel and was assigned Daxio's unit as security for a boarding action on a merchant ship overrun by a cult.
5. What does the Inquisitor mean to the acolyte?
- The Inquisitor is an active agent of the Emperor, and an enforcer of the Imperial Creed. Daxio thusly views him in the best light.
6. How does the acolyte see themselves in regards to this cell and their colleagues?
- Daxio is in his new role because the Inquisitor feels he has something useful to offer. As such, Daxio will trust that is the same for the others in the retinue. He will be cautious, however, trying to determine if the others are as loyal to the Inquisitor and the Emperor, or if they have their own ambitions they are pursuing.
Appearance
1.7 meters, 175 lbs, silver white should length hair (tied back or loose), clean shaven, tawny skin, angular facial features, almond shaped double lid green eyes.
Thracian Prime Naval Flak
Cypra Mundi 'Ironclaw' Shotgun
'Praetor' Sniper Rifle