Female Merchant

Natara Kaijitsu's page

515 posts. Alias of Spiral_Ninja.


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Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara attempts an untrained Heal check Heal: 1d20 ⇒ 13 +1 if Wis adds.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara takes a swing with her katana at the nearest lizardman.

attack katana: 1d20 + 1 ⇒ (8) + 1 = 9
damage katana: 1d8 ⇒ 6

Swing and a miss...strike 1!


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara looks around angrily, prepared to strike any open opponents. "Are we OUT of lizardmen yet?"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara once more sends a splash of acid at the nearest surviving lizardman. "Uvelucal Gyhoirn'gis"

ranged touch: 1d20 + 3 ⇒ (6) + 3 = 9
acid splash: 1d3 ⇒ 3


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

I'll be on vacation until Sunday evening. I'll have limited internet access, so bot me if necessary.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara snaps out of a flashback to previous dealings with lizardmen and joins in the attack.

"Uvelucal Gyhoirn'gis" she snaps, pointing at the nearest attacker.

ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22
acid splash: 1d3 ⇒ 1


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"I suppose just turning around, waving, and saying 'Hi' is not the best plan?" Natara whispers jokingly.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"So, don't steal a white dragon's lunch?"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara shrugs. "OK, but, really, I was so looking forward to NOT dealing with that swamp again." Then she chuckles. "Still, it might be fun to meet a non-winter witch for a change."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Could the stuff we found be related to the wrecked ships we found? Ameiko-san, we found two wreaked ships that bore these nameplates...both Kaijitsu something. Do you know anything about them? If the stuff in the cave came from them, this stuff is yours, I guess."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara chuckles. "Like she'd even LET anyone try it!"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Yea, I agree Mai. In fact, the next time we go in, I want to bring a wizard with maximum fireballs memorized and just raize the place.Um, don't tell any druids that, though."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Old Megus?"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Skeletons, apparently. We found a cave full of them. Seems the goblins had found the cave and looted it, and, well, the 'owners' were...upset."

She smiles slightly. "I believe we settled that problem. And, of course, kept the stuff for our efforts. Speaking of which, let's look this stuff over."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara rides along quietly, trying not to laugh at their squabbling.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara is updated.

Let me know if I need to adjust anything.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Understood, A-Z. Thanks.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Here's a link to the gestalt rules we used when we started.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

OK, I'll adjust my stats. How many people are we adding and when will we start back up?


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

So, obviously our weak point is healing. ;)

If you want to gestalt, there's nothing wrong with gestalting your current character.

Um that is if the GM doesn't object.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"He said 'Licktoads won't attack horse-carts on road'. Which does leave a lot of openings. Still, without fireworks, perhaps they will not be as bold."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Hm. Not sure. I could go either way, but what I enjoyed about this was the opportunity to play a gestalt character.

Also, where are they in the AP?


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

As we leave, Midori notes "I am concerned about the whole 'letter of the agreement' bit. As it stands, they could legitimately still attack anyone who isn't in a horse-drawn cart and still be following the agreement. We should make sure the sheriff knows that."

She pauses. "Though I suspect he does. He's lived near these goblins all his life."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"He says they will stop attacking 'horse-carts' on the road. A bit weasel-worded, I suspect, but the best we're going to get without slaughtering all of them."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara whispers "Be careful, I'm still not sure I trust them."

Goblin:
"We're back, and we've taken care of those 'walking bones'. Time to keep YOUR part of the bargain."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

perception: 1d20 + 6 ⇒ (17) + 6 = 23


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara draws her katana and attacks the creature, flanking with Mai if possible.

attack: 1d20 + 1 ⇒ (14) + 1 = 15 +2 for the flanking (if available).


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Yep, I thought so as soon as I saw the post and thought to myself, no problem...oops.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Ditto.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Totally OT Dragon!


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Are we lost? I don't remember this point."

goblin:
"Is this the right way? I don't remember this pool."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Slightly better. Natara does not bump into a tree.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"Well, let's get back then and hope the chief intends to keep his word."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"And best be prepared for betrayal. They are goblins, after all. Let's pick up our guide and get going."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"What's in the box? Is it trapped further? And what woke that thing up?"

Natara begins searching the area and examining the main skeleton.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"That thing was tough! Is everyone all right?"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara tries once more before wading into combat with the thing.

"I Know this works...or, at least, it should! Levnim Kaegro!"

ranged_touch: 1d20 + 3 ⇒ (7) + 3 = 10

damage: 1d6 ⇒ 4


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Round 3:

One more try...

Natara turns and casts Disrupt Undead on the remaining skeleton.

"Levnim Kaegro, you stupid thing!"

ranged_touch: 1d20 + 3 ⇒ (10) + 3 = 13

damage: 1d6 ⇒ 4

spells:

5 1st: 2 remain
2 2nd: 1 remains


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Round 2:

Natara will again cast Disrupt Undead on the nearest of any surviving skeletons from the outer cave. If they're down, she'll direct the spell to the one Sir Alfric and Mai are fighting.

"Levnim Kaegro"

ranged_touch: 1d20 + 3 ⇒ (7) + 3 = 10

damage: 1d6 ⇒ 1

sigh...

spells:

5 1st: 3 remain
2 2nd: 1 remains


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara casts Disrupt Undead on the nearest of the skeletons from the outer cave. "Levnim Kaegro"

ranged_touch: 1d20 + 3 ⇒ (5) + 3 = 8

damage: 1d6 ⇒ 3

spells:

5 1st: 4 remain
2 2nd: 1 remains


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"And, just to make it all better...here come the rest of them!"


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"What else are we expecting? I'll keep an eye on that entry tunnel, just in case those skeletons get up."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Same here. Recovery from vacation, replacing the washing machine (sparks and smoke are bad, right?), and a cold, probably due to the weather change.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Still here, but had access issues. Nice hotel, but the wifi is slower than dial-up! Then my daughter's laptop died. Fan wasn't running and it's her school computer (cyber-school).

I'm glad to be back and sorry to loose Kiley.

If you want to rebuild, I don't mind.

I'd still like a few more players, though.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Natara comments "Oh, and there are more of them in the water, as well. Lovely. I do hope they stay down. I'm not betting that way, though."


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

Just a quick heads-up: We (me, hubby, and daughter) are going to Florida next week. We're leaving Sunday and will return Thursday. We'll be spending two days in Orlando (Universal Studios and Islands of Adventure) with a one day side trip to Tampa (Busch Gardens). We will be bringing sufficient electronics (daughter's laptop, my Galaxy Tab and my Kindle Fire) to keep up with the posts, but I will only be able to post in the late evenings and not at all on Sunday April 7) or Thursday (April 11). 17 hour drives aren't conducive to that, for some reason. ;) I'll have everything I should need with me, so there shouldn't be too much of an issue.

Edit 'cause: never post with a headache.


Female Human; 3/4 Tian-Min Shinobi: gestalt Ninja/Sorcerer ; HP: 18; AC13/T12/F11; fort +1/Ref +5/Will +4

"So, if these are the skeletons that attacked the goblins, why are the not moving now?"

Full Name

Braggi Frostborn

Race

Space Wolf

Classes/Levels

Techmarine

Age

154

About Braggi Frostborn

WS: 50
BS: 50
ST: 40 (60) [SB 10]
TG: 50 [TB 10]
AGI: 40
INT: 55
PER: 45
WIL: 40
FEL: 40

FP
Wounds
Initiative

Renown: 0
Corruption: 0
Insanity: 0

Demeanours:
Sons of Russ - Feral exuberance for battle, fierce sense of loyalty to comrades, blunt and plain speaking.
Taciturn - The Space Marine is a brooding individual, little given to conversation.

Skills:

BASIC/TRAINED/+10/+20/SKILL NAME
[ ][ ][ ][ ] ACROBATICS (AGI)
[X][X][ ][ ] AWARENESS (PER) (+10 sight/hearing, +10 sight/hearing when wearing helmet)
[X][ ][ ][ ] BARTER (FEL)
[ ][ ][ ][ ] BLATHER (FEL)
[X][ ][ ][ ] CAROUSE (FEL)
[X][ ][ ][ ] CHARM (FEL)
[ ][ ][ ][ ] CHEM-USE (INT)
[ ][ ][ ][ ] CIPHERS (INT)
[ ][X][ ][ ] -CHAPTER RUNES
[ ][X][ ][ ] -DEATHWATCH
[X][X][ ][ ] CLIMB (STR)
[X][X][ ][ ] COMMAND (FEL)
[ ][ ][ ][ ] COMMON LORE
[ ][X][ ][ ] -ADEPTUS ASTARTES
[ ][X][ ][ ] -DEATHWATCH
[ ][X][ ][ ] -IMPERIUM
[ ][X][ ][ ] -WAR
[X][X][ ][ ] CONCEALMENT (AGI)
[X][ ][ ][ ] CONTORTIONIST (AGI)
[X][ ][ ][ ] DECEIVE (FEL)
[ ][X][ ][ ]DEMOLITION (INT)
[X][ ][ ][ ]DISGUISE (FEL)
[X][X][ ][ ]DODGE (AGI)
[ ][ ][ ][ ]DRIVE (AGI)
[ ][X][ ][ ]-GROUND VEHICLES
[X][ ][ ][ ]EVALUATE (PER)
[ ][ ][ ][ ]FORBIDDEN LORE (INT)
[X][ ][ ][ ]GAMBLE (INT)
[X][ ][ ][ ]INQUIRY (FEL)
[ ][ ][ ][ ]INTERROGATION (WP)
[X][X][ ][ ]INTIMIDATE (STR)
[ ][ ][ ][ ]INVOCATION (WP)
[ ][ ][ ][ ]LIP READING (PER)
[ ][X][ ][ ]LITERACY (INT)
[X][X][ ][ ]LOGIC (INT)
[ ][ ][ ][ ]MEDICAE (INT)
[ ][ ][ ][ ]NAVIGATION (INT)
[ ][X][ ][ ]-SURFACE
[ ][ ][ ][ ]PERFORMER (FEL)
[ ][ ][ ][ ]PILOT (AGI)
[ ][ ][ ][ ]PSYNISCIENCE (PER)
[ ][ ][ ][ ]SCHOLASTIC LORE (INT)
[ ][X][ ][ ]-CODEX ASTARTES
[X][ ][ ][ ]SCRUTINY (PER)
[X][ ][ ][ ]SEARCH (PER)
[ ][ ][ ][ ]SECRET TONGUE (INT)
[ ][ ][ ][ ]SECURITY (AGI)
[ ][ ][ ][ ]SHADOWING (AGI)
[X][X][ ][ ]SILENT MOVE (AGI)
[ ][ ][ ][ ]SLEIGHT OF HAND (AGI)
[ ][ ][ ][ ]SPEAK LANGUAGE (INT)
[ ][X][ ][ ]-HIGH GOTHIC
[ ][X][ ][ ]-LOW GOTHIC
[ ][X][ ][ ]-TECHNA LINGUA
[ ][ ][ ][ ] SURVIVAL (INT)
[X][ ][ ][ ] SWIM (STR)
[ ][ ][ ][ ] TACTICS (INT)
[ ][X][ ][ ] –DEFENSE DOCTRINE
[ ][X][ ][ ] TECH-USE (INT)
[ ][X][ ][ ] TRACKING (INT)
[ ][ ][ ][ ] TRADE (INT)
[ ][ ][ ][ ] WRANGLING (INT)

Standard wargear:

Name Class Range RoF Dmg Pen Clip Rld Special Wt Other
Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 -
Astartes Bolter Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 Fire Selector

Astartes Frag Grenade Thrown SBx3 S/–/– 2d10 X 0 - - Blast (5) 0.8 3/3
Astartes Krak Grenade Thrown SBx3 S/–/– 3d10+4 X 6 - - – 0.8 3/3

Astartes Combat Knife Melee - - 1d10+2 R 2 - - – 2

Astartes power armour
repair cement

Requisitioned Wargear:

Heavy Flamer: 15

Exceptional MIU: 22
Astartes Harness: 4
Combi-tool: 15
Vox-caster: 10
Melta bomb: 25
clip of kraken rounds: 5

spent: 96/100

Cybernetics:

Servo-arm - has Strength 75 with Unnatural Strength x2 (SB 14), can attack for 2d10+14 I with PEN 10, may attack as reaction, may only attack once per round with it.
Exceptional Auger Array (respected techmarine)
Exceptional MIU

Talents:

Ambidextrous - use either hand equally well
Astartes Weapons Training - proficient with all weapons except exotic weapons
Autosanguine - When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.
Bulging Biceps - does not need to brace with heavy weapons, no penalty for not bracing
Counter Attack - may make attack at -20 after successful parry
Deathwatch Training - automatically confirm Righteous Fury against aliens without needing to reroll check
The Flesh is Weak I - grants Machine (1)
Heightened Senses (Hearing, Sight, Smell) - +10 to tests with sense
Hunter of Aliens - The character gains +10 to his Weapon Skill and +2 to melee weapon Damage when combating aliens.
Killing Strike - can spend Fate Point while making All-Out Attack to make melee attacks for the round impossible to parry or dodge
Mechadendrite Use (Servo-Arm)
Nerves of Steel - reroll failed willpower tests to avoid or recover from pinning
Quick Draw - ready as a free action pistols, basic ranged weapons, one handed melee weapons
Resistance (Psychic Powers) - +10 bonus on test to resist effects
Technical Knock - The character may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. The character must touch the weapon to enact this rite.
True Grit - half critical damage taken, rounded up
Unarmed Master - unarmed attacks do 1d10+SB impact damage, is not considered unarmed or primitive

Traits:

Machine (1) - Does not breathe, immune to vacuum, extreme cold, mind-influencing psychic effects, armour points are applied to fire damage, gains an extra 1 armour for all locations
Mechanicus Implants

Experience:

Total: 18000
Unspent: 100

Chapter Advances

Techmarine Advances

Rank 1
The flesh is weak 1 - 800
Autosanguine - 500
Technical Knock - 500

Space Marine Advances
Rank 1

Rank 2
Demolition - 400
Logic - 400

Deathwatch Advances
Rank 1
Ciphers (Deathwatch) - 200
Hunter of Aliens - 1000

Rank 2

Backstory:

Braggi Frostborn was a bastard in a haggard band, his father long dead and his mother dead in childbirth. He was cared for by the band, who scraped by raiding as they could and fleeing from their endless pursuers. He does not know how the band came to its state, but now he speculates they were pirates who were nearly wiped out at some point. He grew up with the ice raiders, and learned well how to handle the ropes of the skiffs. He was still a youth when the band's luck ran out, and they were caught, unable to escape. He died on the ice fighting, but there were others watching this final fight. The Wolf Priests selected him, and he awoke in the Fang.

The Vulka Fenyra were the first true family for Braggi. He took well to their training and his body accepted the modifications properly, and he survived his long walk to be welcomed into a new pack of bloodclaws. He did not get the chance to battle the enemies of mankind too long with his pack, because soon he was noticed for his skill with machinery by his superiors and was selected to be trained on Mars. As a skilled techmarine, he spent decades serving in the company of the Wolflords, and was not reunited with his old pack for nearly a century.

The pack had lost a few members as they aged into grey hunters, but it was a joyous reunion, filled with the feats of strength and storytelling one would expect. The next day, they were dispatched to battle against the Tau. The pack would move in fast on a communication center, and protect Braggi while he did whatever he could to take control of the xenos' communications and disrupt their forces. They seized the center easily enough, but while Braggi was taking control of their systems, he warned that a large relief force of xenos was inbound. The pack master thought of this information, and secretly ordered the rest of the pack to leave Braggi, seal him in the ops room, and take defensive positions. Braggi did not see them die, but he heard every single one of their deaths over the vox, and committed them to memory. The other wolves relieved Braggi before the Tau could break in, and the geneseed of the whole pack was recovered.

It was a great victory for the wolves, despite the losses, but left Braggi burdened with enormous survivor's guilt that anyone but himself can see. As an Iron Priest, he does not have the privilege of taking a long walk on the ice and the path of the lone wolf. He was assigned to the Deathwatch to try to find him a new pack and some measure of peace.

Personality:

Braggi is grim and has a no-nonsense personality. He has a dry, fatalistic sense of humour, and is burdened by guilt everyone can see that he refuses to admit exists.

Appearance:

For a space marine, Braggi is thin and short. He keeps his head clean-shaven. His armour is the black of Deathwatch, with a pauldron representing the Space Wolves and his helmet the red of Mars.

Space Marine Implants:

Secondary Heart/Ossmodula/Biscopea/Haemastamen/Melanchromic Organ: You gain the Unnatural Strength and Toughness Traits.
Larraman’s Organ: You do not suffer 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.
Occulobe and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: Can enter hibernation.
Oolotic Kidney: You may re-roll any failed Toughness Test to 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: Can spit acid.
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.