Jhavhul

N'Keln the fireforged's page

64 posts. Alias of lantzkev.


Classes/Levels

Devastator Marine

Gender

Male

About N'Keln the fireforged

Weapon Skill 38 Fate Points 3
Ballistic 43 Wounds 21
Strength 39
Toughness 53
Agility 39
Intelligence 40
Perception 42
Willpower 39
Fellowship 48

Starting Skills: Awareness, Ciphers (Chapter Runes),
Climb, Dodge, Common Lore (Adeptus Astartes, Imperium,
War), Concealment, Drive (Ground Vehicles), Intimidate,
Literacy, Navigation (Surface), Scholastic Lore (Codex
Astartes), Silent Move, Speak Language (High Gothic, Low
Gothic), Tactics (Choose one), Tracking.

Starting Talents: Ambidextrous, Astartes Weapons
Training, Bulging Biceps, Heightened Senses (Hearing,
Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance
(Psychic Powers), True Grit, Unarmed Master.
Starting Traits: Unnatural Strength (x2), Unnatural
Toughness (x2).

Bought abilities: Talented Trade: Armorer (500xp)
Cleanse and Purify (400xp)

Past experience - The Time of Trials: Alongside many of your brethren, you stood in defence of your people during
the last great upheaval of Nocturne, guarding the nomads from predators as they retreated to one of
the Sanctuary Cities. Your Time of Trials was particularly tumultuous, and you slew a great many beasts
during the march.

Promethean demeanor:
tHe PrometHean cult
The Promethean Cult is a Demeanour (see page 32 of the deathwatch rulebook) unique to Space Marines from the
Salamanders Chapter.
The body of wisdom by which the people of Nocturne and by extension the Salamanders live is known as the
Promethean Cult. Salamanders Battle-Brothers are the product of a unique combination of genetics and tradition; the
result is the perfect warrior.
This perfect example of the Promethean Warrior embodies many principles. One of the most important is selfreliance,
for the people of Nocturne lived on their savage world for countless generations before the coming of the
Emperor. Even then, they never succumbed to the temptation to tame their cruel environment for they knew it made
them stronger.
Another major principle of the Promethean Cult is that a warrior must never give up, whatever the odds. While all
Space Marines are stubborn and resolute in pursuing their objectives, the Salamanders display this trait to the point
of obstinacy. Vulkan himself would not abandon his kill when competing with the Emperor in disguise, even though
it could have cost him his life, and all of the Salamanders are equally intransigent. They are stubborn in defence and
relentless in attack, though this sometimes leads to them taking disproportionate casualties when others would have
withdrawn to pursue alternative tactics.
In addition to these essential qualities of the Promethean Warrior, the Salamanders are extremely sturdy, and their
favoured fighting styles promote toughness and the ability to stand in the face of overwhelming odds over those of
speed or manoeuvrability. They train their bodies relentlessly, building constitution and muscle density in favour of
reaction time.
In temperament, the Promethean Warrior is level-headed and wise, seeking excellence in all he undertakes. Though
he never makes a decision rashly, he rarely changes it once his mind is made up, though others may counsel him to do
so. He believes that hardship and adversity are inevitable, and a price worth paying if the body and the soul are to be
tempered so that both can withstand the inevitable final confrontation. Salamanders are also loyal to a fault, holding
personal honour above all else. It has been noted on numerous occasions that the Salamanders, unlike almost all other
Chapters, show compassion for ordinary humans. Perhaps because they maintain family and community ties even after
their initiation into the Chapter, the Salamanders often prove themselves to be far more human than many, despite their
fearsome appearance. Above all else, the Salamanders believe that their Primarch will one day return, and that all of
Humanity will benefit from their shining example.

Primarch Curse:
With a culture that emphasises endurance and self-sacrifice,
the Salamanders are renowned for their stubborn nature. The
Salamanders are not swift to determine a course of action, and
slower still to change their minds once they have decided.
However, it is a fine line between determination and obstinacy,
and Battle-Brothers must be watchful that their stubbornness
does not grow.
Level 1 (Unrelenting): The Battle-Brother cannot easily
change his mind once he has decided upon something.
Having weighed the facts of the situation, he sees his current
course of action as the best one, and cannot easily consider
alternatives. When the Battle-Brother attempts to reconsider
his situation or otherwise change his mind about something,
he must pass a Routine (+10) Willpower Test or be forced
to remain with his previous decision.
Level 2 (Intransigent): The Battle-Brother is unwilling
to compromise and is difficult to reason with. His stubborn
nature prevents him from regarding any alternatives to his
point of view. Unable to reconcile with the rest of the Kill-
Team, the Battle-Brother chooses only to rely on himself,
reducing the Kill-Team’s Cohesion by 2.
Level 3 (Obstinate): The Battle-Brother is slow to decide
and is unlikely ever to change his views on any matter, and
will die before relenting in any situation. The Willpower Test
required from Level 1 of this Primarch’s Curse is now Hard
(–20) rather than Routine (+10). In addition, he cannot
benefit from any Squad Mode abilities activated by any other
character in the Kill-Team, as he will not listen to their advice
or instructions.

solomode ability chosen:
fIre-born
Type: Passive
Required Rank: 1
Effects: The Salamanders speak of themselves as Fire-Born,
referring not only to their volcanic home world but also to
their skill with the crafts of forge and furnace. The Salamanders
hold that all battle is a test of their skill, determination, and
endurance: a crucible within which the strong are forged and
the weak are annihilated. The Battle-Brother may either add
the Proven (2) Quality (see page 96) to, or remove one of
the Unreliable, Unbalanced, or Unwieldy qualities from any
one weapon he possesses either as Standard Issue or as an
item of Signature Wargear, due to his skill at creating and
maintaining his wargear.
Improvement: At Rank 3 and above, the Battle-Brother’s
stoicism grants him an increased resistance to fire, he no longer
suffers the effects of being lit on fire. At Rank 5 and above,
the Battle-Brother becomes so self-reliant that his Kill-Team
does not suffer any loss of Cohesion from any attack, effect,
or event that affects him. At Rank 7 and above, all enemies
successfully set on fire by an attack by the Battle-Brother take
2d10 Damage (with no reduction from armour) per round
instead of the normal amount for being set on fire.

Unrelenting Devestation:
Unrelenting devastation
When firing a Heavy weapon, the Devastator Marine inflicts
1 extra point of damage to a Horde’s Magnitude for every hit.
If using a weapon with the Blast Quality, he instead inflicts
1d5 extra points of damage to a Horde’s Magnitude (after all
other hits have been applied). This ability only functions in
Squad Mode.

Gear:
Astartes power armour,
Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes
krak grenades, Astartes combat knife, repair cement, one
Chapter Trapping.
Astartes heavy bolter with backpack ammo supply

(chapter trapping)Vigil Brazier

Amongst those who swear the Apocryphon Oath, the
familiarity of the Promethean Cult is a solitary matter, for the
Battle-Brothers upon the Vigil are isolated from the Chaplains
and Brander-Priests who serve the Chapter. Solitude is not an
unfamiliar thing to the Salamanders, for whom isolation is a
natural part of the Promethean Cult’s practices, but the honourbranding
that they use to mark their accomplishments is not
so easily practiced alone. Nonetheless, many Salamanders
upon the Vigil take with them a small, ritually-prepared
brazier, an assortment of tools, and the training necessary to
brand themselves in the wake of triumphant victories. At the
end of any successful mission, roll a d10 for every point of
Renown earned during that mission; for each roll of a 10, the
Battle-Brother gains an additional point of Renown.

Power armor background:
Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous
duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter
steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this
armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and
firing with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the
wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or
fully-automatic fire.

rounds:
3 shots stalker
1 heavy flamer