About Menstras The Cackling
Name: Menstras The Cackling
Race: CSM
Archetype: Night Lord
Pride: Grace
Disgrace: Betrayal
Old habits die hard.
A burglar of little note and mixed skills awoke to find his world turned mad. The shadows danced and the light stung. Yet still he saw clearly. A gift unexpected and full of promise forced to rot in disuse. Disuse until the shackles cracked and the cage fell open. The warden dead and door swinging.
The task seemed simple. Slip into the palace and slay the commander. Cut off the head and the army will crumble. A catch, arising between two legions. Each vying for victory neither united. A prize unexpected. A blade said to have fallen from the heavens. The massive blade made of an ebony steel. An eye enraptured by the glinting metal. His allies exposed and his post abandoned.
For these crimes the Deathguard shall never forgive him.
Motivation: Vengeance (Dark Angels)
Borne from one master's conflict to another's, be they crooks or Legions. As such Menstras has known little of his own will. What he has known is loss. The loss of his family. His freedom. His world. All of this in the name of lies.
Now he finds himself free once more. An individual left in the wake of a nightmare. The betrayal of Nostromo and the devastation of the Thramas Sector still haunt his memory. The image of a Primarch bowed near death's door forever etched into the fabric of his soul. For this the Lion's death will never be enough. For this he would see the 1st Legion erased from the annals of history alongside those whom the Primarchs swore to never speak of.
Description: Prefers the preheresy terror markings to the winged helm so many of his brothers now don.
Alignment: Unaligned
K
N
S
T 1
Total XP Earned: 1350
Total XP Spent: 1300
Advancements Taken/Cost:
Stealth 200
Scrutiny 200
Agility 250
Medicae 200
+5 Into 250
security 200
Characteristics:
WS: 43
BS: 44
S: 49 +20
T: 45
Ag: 53
Int: 44
Per: 41
Wil: 48
Fel: 41
Inf: 41
Wounds: 21
Infamy Points: 41
Corruption Points: 26
Mental Disorders:
Skills:
-10 sit modif to charm
Athletics
Forbidden Lore(Adeptus Astartes)
Forbidden Lore(Horus Heresy)
Forbidden Lore(The Long War)
Linguistics(Low Gothic)
Navigate(Surface)
Operate(Surface)
Parry
Acrobatics
Awareness +10
Stealth
Security
Survival
Common Lore (War and
Common Lore (one other)
Deceive
Dodge +10
Forbidden Lore (Heresy)
Intimidate +10
Operate (Aeronautica)
Security
Tech-Use
Scrutiny
Medicae
Talents/Traits:
Ambidexterous
Bulging Biceps
Legion Weapon Training
Heightened Senses(Hearing, Sight)
Nerves of Steel
Quick Draw
Resistance(Cold, Heat, Poison)
Unarmed Warrior
Dark Sight
Ancient Warrior
Cold Hearted
Two-Weapon Wielder
Jaded
Lightning Reflexes
Paranoia
Raptor
Sure Strike
Amphibious
Unnatural(Str+4, T+4)
Fear(1)(GoG)
Archetype Abilities:
Spectral Haunter: The Night Lords are renowned for their ability to utilise the cover of darkness and other adverse conditions to harass their prey. Penalties for attacking a Night Lords Chaos Space Marine and bonuses to any Stealth Checks that Combat Circumstances grant based on visual hindrances are increased by 20.
Terror Tactics: Night Lords Chaos Space Marines are among the most dreaded enemies of the Imperium of Man. They specialise in terrifying their foes with horrendous displays of carnage and psychological
warfare that drives even the most hardened fighters into paroxysms of fear. [u]A Night Lord may spend Infamy Points to grant himself and his allies the
Fear Trait (to a maximum of 4) for the remainder of a session. Each rank in Fear awarded requires the expenditure of two Infamy Points, then two days of preparation and a successful Hard (–20) Intimidate Test.[/u] The GM may modify the difficulty based on the Night Lord’s actions and also require additional
Skill Checks depending on the situation.
Weapons:
Legionnaire Bolter 100m S/3/– 1d10+9X Pen 4 Clip 24 Full Rld Tearing
Legionnaire Combat Knife 1d10 R Pen 2
Lightning Claw 1d10+6(+1xDoS) E Pen8 Power Field, Proven (4), Special
Legion power sword 1d10+6 E Pen 6 Power Field, Balanced
Legion Power Sword(req)
Legion Power Sword(Corvis)
Legionnaire Bolt Pistol 30m S/2/– 1d10+5X Pen 4 Clip 8 Full Rld Tearing
Legion Plasma Pistol 30m S/2/– 1d10+10E Pen8 Clip12 3FlRld Maximal, Overheats
4 mags Bolt Pistol
4 mags Bolter
3 Legion frag grenades Thrown SBx3 S/–/– 2d10+2 X Blast (4)
1 Legion Krak Grenade Thrown SBx3 S/–/– 2d10+8 X Pen 6
2 demolition charges 3d10 +1d10xNkg Blast(5mxNkg)
10 hallucinogen grenades Hallucinogenic(2) Blast (6)
Armour:
Head: 8
Right Arm: 8
Left Arm: 8
Body: 10
Right Leg: 8
Left Leg: 8
Careful Maintenance
Sustainable Power
Vox Link
Recoil Suppression
Osmotic Gill Life Sustainer
Magnetised Boots
Gear:
Jump Pack(req)
Gifts of the Gods:
Dark Soul
Psy Rating:
Psychic Powers:
Space Marine Abilities:
Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits.
Larraman’s Organ: Only 5% chance of dying from Blood Loss.
Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time.
Preomnor: You gain +20 to Toughness Tests against ingested poisons.
Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed results.
Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: You may enter suspended animation.
Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids: These may be retrieved with a successful Medicae Test.
Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.