Hellknight

Lorg's page

38 posts. Alias of Solar27.


Full Name

Lorg the Magnificent

Race

Warpsmith-Emperors Child

Classes/Levels

Wounds=19/19, Armour/Toughness:19 chest, 17 elsewhere, Fatigue=0/5, Infamy:3/3

About Lorg

Ws= 46+5=51
Bs= 41
S= 45-5=40
T= 48+5=53
Ag= 43
Int= 47+5=53
Per= 42-4=38
Will= 49+10=59
Fel= 44
Inf= 19+12+4=35+2=37+6=43
Corruption=20+1=21+3=24

Background:
"Mad they called me. MAD!! For what? For daring to dream, to hope, to wonder, that we might live in a world, nay a universe blessed with the ability to have our cars drive themselves.

Well dream no more for I have DONE IT!!!!!!!!

Look at all these tanks. Each one blessed with the ability to drive themselves. Yes, yes there are a few, minor kinks, like how they snarl at you, eat their occupants, require blood sacrifice to make so that you can attract the right kind of demon. But I Lorg of the Emperors Children have done it."


Skills:

Athletics,
Awareness,
Common Lore (War, Adeptus Mechanicus, Tech),
Dodge,
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War, Adeptus Mechanicus, Daemonology, Warp),
Linguistics (Low Gothic, Techna-Lingua),
Navigate (Surface),
Operate (Surface),
Parry,
Trade (Armourer),
Deception,
Medicae,
Stealth
Scholastic Lore(Occult),
Tech-Use,
Security

Talents:

Ambidextrous,
Bulging Biceps,
Legion Weapon Training,
Heightened Senses (Hearing, Sight),
Nerves of Steel,
Quick Draw,
Resistance (Cold,Heat, Poisons, Fear),
Unarmed Warrior
Ancient Warrior,
Sound Constitution,
Enemy (Adeptus Mechanicus),
Mechadendrite Use,
Meditation,
Combat Sense,
Technical Knock,
Unshakeable Will,
Swift attack

Traits:

Mechanicus Implants
Amphibious,
Unnatural Strength (+4),
Unnatural Toughness (+4)

Gear:

HELMET AUGMENTATIONS (good quality) preysense goggles, a rebreather, photo-visor, vox-caster,
Mechadendrite (Medicae/Torture Mechadendrite),
Mechatendril,
Good Craftsmanship Cybernetics (INTERNAL RESERVOIR, Dendrite blade)
Fallen Magos Power Axe,
Dataslate,
Legion Power Armour,
Legion Bolter,
Legion Combat Knife, four magazines for starting weapons.

Legacy weapon:

Legacy weapon(Vigilant pattern, Crippling, Defender reroll parries, +2 damage and pen)Best quality Dendrite Blade 1d10+15 R; Pen 5; Flexible, Razor Sharp (counting str bonus)

Whenever an enemy makes
a Melee Attack against a Heretic equipped with one or
more Dendrite Blades, he suffers a –10 penalty on his Weapon
Skill Test for each Dendrite Blade the Heretic has equipped (to
a maximum of –30). If the attacker fails his Weapon Skill Test
by three or more Degrees of Failure, the attacker immediately
suffers 1 automatic hit with the listed profile, plus 1 additional
hit per Degree of Failure beyond the third (to a maximum equal
to the number of Dendrite Blades the character has equipped).

Blessings:

MAGNIFICENT HORNS
The character is blessed with an impressive set of horns,
which serve as both weapons and status symbols amongst the
ranks of the lost and the damned.
The character gains +10 Loyalty with any Minions he
may have. In addition, whenever he makes a Charge Action,
his attack cannot be Parried.
Khorne: Only Minions dedicated to the Blood God gain
the Loyalty bonus.
Slaanesh: Only Minions dedicated to the Dark Prince
gain the Loyalty bonus.
Nurgle: Only Minions dedicated to the Lord of Decay
gain the Loyalty bonus.
Tzeentch: Only Minions dedicated to the Architect of
Fate gain the Loyalty bonus.


Armour sub-systems:

Scavenged Reconstruction(Iron Hands): This suit of armour has been rebuilt from the armour of loyal Space Marines. It may have been
repainted in the wearers chosen heraldry, but the icons and distinct markings are still visible, although probably defaced. When
dealing with other Adeptus Astartes (both loyal and traitor) the character gains +10 to all Infamy, Intimidate or Command tests.
Non-Traitor Legionnaires must re-roll this result.

Osmotic Gill Life Sustainer:
With the helmet on, the armour
is environmentally sealed and can
maintain an adequate oxygen supply as
long as the armour is powered.

Sustainable Power Source: Whether a miniature stacked
atomic pile or something more esoteric, the backpack
power supply of this armour is effectively everlasting.
This suit of armour does not need to be recharged or
replenished to operate.

Enhanced Ceramite Plating: This armour has AP 10 on
the Body, instead of AP 8.

Characteristic Bonus: Warpsmiths gain +5 Intelligence,
+5 Toughness

Special Abilities:

Binaric Curse: With a few muttered words of technoarcane
power, a Warpsmith can place a malediction
upon a weapon, making it recoil against its wielder.
As a Half Action, a Warpsmith may spend an Infamy
Point to curse one weapon or other contraption of
roughly equal complexity within 10 metres. If it is a
weapon, it gains the Overheats or Unbalanced Weapon
Quality until the end of the encounter. If it is another
piece of technology, it falters or fails in some way (as
determined by the GM).
Cybernetic Dominion: A Warpsmith rules over his
cybernetic thralls with an iron fist, and their loyalty
to him is stronger than the curse-wrought steel that
girds them. A Warpsmith’s Minions that possess the
Machine Trait gain +10 Loyalty.
Master of Mechamorphosis: Warpsmiths are masters
of the profane rites of forging unique and terrifying
Daemon Engines to suit their own insane ends. Once
an appropriate shell for a Daemon Engine is obtained, a
Warpsmith can fashion the vehicle into a more suitable
form to house a creature of the Warp, thereby granting
a +10 Sympathy Modifier during the Ritual of Binding.
The time required to forge this construct is subject to
the Warpsmith’s designs and the resources available,
and additional Skill Tests might be required as the GM
sees fit. Further, a Warpsmith can spend an Infamy
Point to commune with a captive Machine Spirit when
attempting to channel the Daemon into its new form,
granting an additional +20 Bonus to the Binding Ritual.
Warpsmiths begin play Unaligned.

Passions=Devotion(+5 will -5 str),Deceit(+2 Inf -4 per), Ascendancy(+5 Will, -2 Wounds)

Minion now dead:

Screams the Servo Skull
Weapon Skill (WS) : 2d10 + 10 ⇒ (9, 2) + 10 = 21
Ballistic Skill (BS): 2d10 + 10 ⇒ (1, 10) + 10 = 21
Strength (S): 2d10 + 10 ⇒ (2, 3) + 10 = 15
Toughness (T): 2d10 + 10 ⇒ (1, 5) + 10 = 16
Agility (Ag): 2d10 + 10 ⇒ (8, 7) + 10 = 25
Intelligence (Int): 2d10 + 10 ⇒ (2, 3) + 10 = 15
Perception (Per): 2d10 + 10 ⇒ (10, 10) + 10 = 30
Willpower (WP): 2d10 + 10 ⇒ (3, 8) + 10 = 21
Fellowship (Fel): 2d10 + 10 ⇒ (1, 1) + 10 = 12
Adding +5 to AG and Toughness and -5 to Fel and Strength
WS=21
BS=21
S=10
T=21
AG=30
Int=15
Per=30
WP=21
Fel=7
Wounds=7

Traits
size 2
machine 2
Hoverer 4

Skills
Awareness
Dodge
Stealth
Psyniscience
Talents
Deadeye Shot
Heightened Senses (sight)
Sound Constitution(3)

Gear
Reaver Long Rifle Basic 150m S/–/– 1d10+4 R 2 4 Full
Accurate, Felling (3),
Toxic (0)
3kg Scarce
Guard Flak cloak AP 3


Exp
+500(starting)
Mechadendrite use (weapons) - 500
0
+100
+500
==600
Lesser minion of chaos -250
==350
+1000
==1350
Swift attack
-500
Interrogation
-200
==650
Stealth
--200
Forbidden Lore (Warp)
-200
==250
WS+5
-250
==0