Hobgoblin Sergeant

Igor.'s page

148 posts. Alias of Choon.


Full Name

Igor

Race

WS 40, BS 35, S 64, T 57, Ag 20, Int 18, Per 25, WP 32, Fel 28, Awareness 25, Wounds 29/29, FP 2/3 |Warhammer [throwing arm] | Currently: Just fine

About Igor.

Attributes:
BS: 30 +5 xp = 35
WS: 30 +10 xp = 40
S: 39 +10 Ogryn +6 Reg +10 xp = 64
A: 30 -10 Ogryn = 20
T: 34 +10 Ogryn +3 Reg +10 xp = 57
Int: 18
Will: 32
Fel: 28
Per: 28 -3 Reg = 25

Wounds: 29
Fate: 3

Starting Aptitudes: BS, WS, Defence, Offence, Strength, Toughness, Willpower(Regiment)

Skills:
Known: Awareness, Intimidate, Low Gothic, Operate (Surface), Sch. Lore (Beasts), Common Lore (War, Imperial Guard)
Trained +10:
Experienced +20: Athletics

Starting Talents:
Iron Jaw: Test toughness to overcome stunning
Weapon Training: (Low Tech, Solid, Heavy)
Rapid Reload(Regiment): reload times cut in half

Traits:
Lobba (new)
Tier-3
Prerequisites: Ogryn, Strength 50, Athletics+20
Aptitudes: Strength, Offense
Description: The Ogryn species has little in the way of games in their primordial homeworld. One of those has a name that sounds like the low-gothic word for throwing. Goal of that game is to throw heavy boulders over a frozen lake or across a deep canyon, as close as possible to a target picked by other players. You have spent considerable time playing this game and have become extraordinarily good at throwing things over huge distances and with surprising accuracy.
Benefit:
Base range for throwing items is ten times the characters strength bonus.
The character has no maximum range for throwing items
The base target area of his throws does only increase every three increments (by 1m²) - instead every other
Ogryns receive a +10 to WP tests made to resist pinning
Auto-Stabilized - I always count as braced, can fire weapons on full auto without bracing
But it Dark in Dere! - will not enter anywhere small or dark unless commanded to do so with a -10 penalty. Take -10 to all tests while confined.
Clumsy - Cannot use weapons that are not "ogryn proof"
Size(Hulking) - Foes have +10 to hit me, stealth -10, movement AB+1
Sturdy - +20 to resist grapples and preform Takedowns
Unnatural Strength (+2), Unnatural Toughness (+2)
Cold Resistance (+10, -10 heat)
Ogryn-Ferocity: This works like the frenzy talent (granting +10 to WS, Str, Tgh, Will with a -10 to BS, Int, Fel (min1) and the Ogryn counts as having the frenzy talent for the sake of fulfilling talent requirements) but with the following changes: An Ogryn will NOT attack any obvious ally (must be easily identifiable) until commanded by his commander. In case of doubt the Ogryn must test an Intelligence (+0) test to figure out the alliance of the respective target. While frenzy the Ogryns commander can direct the Ogryn via a hard (-10) command test (this can be: Stop attacking, move away/to, change target, etc.). With a very hard (-20) command test the Commander can end the Ogryn ferocity at any time. The commander can make an easy (+10) command test to start Ogryn-ferocity. This test receives a +30 modifier if any ally is in melee within the charge range of the Ogryn.

Original Frenzy reference:

The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fuelling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship—note that Characteristic penalties are different from Characteristic Damage (see page 188), and cannot reduce a Characteristic below 1. While Frenzied, the character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy.
While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Characters may not use psychic powers while Frenzied. After combat ends, or if there are no more eligible enemy targets for the character to attack, he can make a Willpower Test to snap out of his Frenzy. If he fails, he must continue to attack, favoring NPCs over PCs. Each successive Round, however, he may make another Willpower Test, with a cumulative +10 bonus to return to a stable state of mind and come out of Frenzy. After Frenzying, a character may not Frenzy again for at least an hour as he recovers his mental and physical strength.

Equipment:
Ogryn Sized Frag Grenades: Imperial Guard Flak Armor(+4 all save head), Makeshift helmet (+6 vs I,R/+2 vs E,X), Ogryn shield, ogryn-sized entrenchment tool, 4 sets of basic ogryn uniforms, religious symbol, waterproof heavy-duty plane [can be used as sheet, tent, rain cover, ...], Ogryn proof mess kit

Mortar Rounds: 9 Frag, 6 krak, 1 flame, 1 smoke

Warhammer 1d10+2+8 I Ogryn Proof, Primitive [8]
Ogryn Sized Frag: 2d10+8X, Pen:2, Blast[2], Shrapnel [10], Proven[3], Delayed, ogryn-proof (for a normal human such a heavy grenades only have 1*St-Mod base-range!)
Ogryn shield: Really just a huge slap of reinforced metal, carried into battle by Ogryns as mobile cover for himself and his allies. Provide cover (AP 20) against attacks coming from the front for the Ogryn and up to four normal-sized creatures standing behind the Ogryn. Too unwieldy to be used for actual defense, it may still be used as a crude yet effective weapon by the Ogryn (melee, 2d10+4 I, Pen:0, Primitive (6), Unwieldy, Concussive (0) plenty availability). An Ogryn shield can be easily constructed from basically any reasonably large metal frame given time and some heavy duty tools with a Trade (Armourer)+30 test.

ep total: 3000/3050
(300) Weapon skill to Intermediate
(300) Str to Intermediate
(300) Tough to Intermediate
(200) BS to Simple
(400) Lugga specific throwing
(500) Athletics to Trained
(300) Awareness Known
(100) Big Heart: Archibald
(600) Attached: Archibald

-----------------------------------------------

previously, on Igor:

Titles: the Gooey, Iggy, Icky, Goo-boy, Ewwy-Bluie, Goblin Boy

[spoiler=intro]
Children are generally not kind. Especially to us ones who have been in d'Fog. My name be Igor, but dem kids, they call me Gooey, Gobbo, Stuffer, Freak... worse. Maybe it be my blue skin, or my shortness, or that I look like a Goblin. They love to catch and poke. They set water over doors and nail my shoes to the floor all the time, but I'm too smart. I always check now. Recently, McDreth set a spell on me in the mid'night. A snake, I think. I didn't get a proper look before George smashed it all t'bits. Scared the color clean out o'him. He ran and got an adult, but George was gone by the time the man arrived, and so were the snake. McDreth got a ear tweak for that one. It's the only time so far when one'o them lot's got trouble. They always get away with pokin' on me.
Anyway, I have no friends for a long while. Then I decide I make'em me friends. That's when I wishes really hard and really long. Then I gets George. He be my imaginary real friend. He come to me at night, when I wishes really hard. But he not tease and hit, so I happy.
Then Victor come. Victor and I get along in class. I make stuff, he builds'em stuff. He be always working on Mechapede. I always be concentrating on George.
Tiny also come about 2 years back. Big Armor-man. He live next to boiler, does hard work. Igor like Tiny.

I have special place at the Orphanage. I haven't seen any like me anywheres so far. I can make stuff by thinkin' it. They calls me a Shaper. I control the Ectoplams from another plane of the world.

Headmistress Quist put me under Mistress Longridge the Tinker. I help out by making stuff. She need a wood cog, I maken' her one. She needs 500 small wood balls, I be makin' them too. I be tryin' to make more then wood and cloth stuff, but so far I can't manage. I know I can. George is almost as hard, but I need more practice.

I been in d'Fog once. They say I got picked up on a recue for some other kid. I was just lyin' there in the road just inside d'Fog line. Nobody knows about me folks. Nobody's come forward for me in my 12 years. Maybe no one will.[/spoiler

Igor
Blue Psion (Shaper[creation]) 1
LN Medium Humanoid (Goblinoid)
Init +10 (+2 trait, +4 Dex, +4 feat); Senses Darkvision (60ft.); Perception +3
Worships: Brigh
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 6 (1d6)
Fort +0, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee -1
Ranged Crossbow, light +5 (1d6, 19x2)
Psion Spells Prepared/Known (CL 1), 6 pp/day (base 2,+2 Int, +1 Psionic Talent, +1 favored class)
1 (DC 16):Astral Construct, Ectoplasmic Creation, Ectoplasmic Sheen
0 (DC15, duration 1hr.):Create Sound*, Ectoplasmic Creation*
At-will: Detect Psionics*
*(no cost if focused)
--------------------
Statistics
--------------------
Str 6, Dex 19, Con 11, Int 20, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 13
Feats: Psionic Talent(race bonus), Advanced Constructs(class bonus), Imp. Initiative
Traits: Reactionary, Ordinary (+4 stealth in a crowd), Spark of Creation
Drawback:Anxious: Reflavored - Igor was thoroughly bullied when growing up. Because of this he has developed a habit of doing his best to go unnoticed, and must consciously force himself to talk above a whisper.
Skills: (2 base+5 int) Craft (Mechanical) +10, Craft (Sculpture)+10, Know (engineering) +9, Perception +3, Stealth +10, Spellcraft +9, UMD +4
Languages: Common, Dwarven, Gnoll, Gnome, Halfling, and Orc
Other Gear: Scholar's Outfit (free), Mwk. Artisan's tools (55gp, 5 lbs.), Belt Pouch (1gp, .5 lbs), Sorceror's Kit (8gp, 5 lbs.), Crossbow, light (35gp, 1 lbs.), Bolts x10 (1gp, - )
Load: 20/40/60, current: 11.5 lbs
--------------------
Special Abilities
--------------------
Racial:

Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours

[spoiler=Discipline: Metacreativity (creation)]
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can't even use such powers by employing psionic items.

Discipline Talents (Ps):

Choose two powers from the following list: create sound, crystal shard, ectoplasmic creation, and entangling ectoplasm.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The duration of create sound and entangling ectoplasm is one round per two psion levels (minimum 1 round), while ectoplasmic creation lasts one hour. The damage of crystal shard is reduced to 1d3. [/spoiler

[spoiler=Bonus Feats]

A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.[/spoiler

[spoiler=personality/character]

Igor is easily missed. Almost uncannily so. He is remarkable in that he has blue skin and the general features of a goblin, but, at the same time, those features are so fitting for what they should be that he is easily forgotten, like an assumed fact. He is very quiet and loves to hide in the shadows. In fact, speaking above a whisper actually requires effort for him. This, combined with his natural stealth, has lead him to sit through entire semesters of class without the teacher calling on him for a single answer.
That doesn't mean he hasn't learned, however. In twelve years of study he has learned about everything he has been given access to. He has not learned it quickly, but he has learned it. Igor is not given to quick study and absorption of facts. He has to do it to remember it. As a heavy hands-on learner, he enjoys classes that permit actual projects instead of lecture style classes.
Currently, Igor is working his best on forcing George to stick around more than a few seconds. He thinks he's close, but he has yet to test his theories on an internal density differential supporting extended ectoplasmic stability.
Also occupying his thoughts are several of the more recent arrivals. Tiny has been here for a few years, as has Victor, Khol, Elo, Sienna Six, and several others that have not bullied him. He hasn't had much contact with a few, but even those passing moments seemed to be devoid of the gleam in the eye that Igor has learned means that they'll try to hurt him. He is hopeful about this. If he gets George to stick around and he makes new friends, maybe his troubles will go away? Maybe.
[/spoiler

[spoiler=Secrets]
Igor doesn't like to talk about where he was found, outside the Wall and dangerously close to the Fog. He wonders if the Fog turned him blue where all the other Goblins he has seen in story books and research have all been generally greenish. He knows deep down that this is not the case as none of those goblins have the abilities he does, but it is a widely whispered "secret" that he is infected with the taint of the Fog.

A true secret, however, is that Igor is very aware that George is truly imaginary. He likes to pretend that the construct he created from the ether is George, and he will do everything in his power to convince everyone this is so. However, he knows in his gut that it really isn't, and he is scared to think of what that might mean.

[/spoiler

[spoiler=Associated Persons]
Mistress Shala Longbridge
The Changling Tinker has always been Igor's favorite teacher because of her mechanical companion. She also tends toward less lecture classes, making Igor more comfortable in her classes.

Talus Victarion
Son of a merchant who makes out like he has more than he does, Talus's father passed on his cutthroat personality to his son. Upon arrival at the orphanage, the boy focused all his hate a loosing his family toward Igor. He and the gang he attracted have been Igor's biggest tormentors ever since.

George
Igor's imaginary real friend, and his first friend. George has been with Igor in his mind his whole life and has provided Igor the mental balance needed to stave off insanity via childhood cruelty.

[/spoiler

[spoiler=Quirks and mannerisms]
Igor is known for never standing straight and tall, and almost always having his hands clasped in front of him. He talks quietly, having to put forth conscious effort to get his voice above a whisper. He also always tends to stand behind things, allowing his oversized head to poke out so he can observing the goings-on around him. Whether that be a post, column, or the leg of a large machine, you can probably find Igor behind it.