Grine

Od'Onnis's page

43 posts. Alias of Seoirse.


Classes/Levels

Od'Onnis Dark Apostle Wounds 14/16 Fatigue 0

Deity

The True Gods

About Od'Onnis

Od’Onnis Dark Apostle

Alignment-None(yet)

Slannesh-2

Infamy 37

Corruption 20

WS 45
BS 44
S 46
T 42
Agi 43
Int 38
WP 58 (1)
Per 42
Fel 59 (1)

Wounds: 16 Current 14

Traits:
Amphibious,
Unnatural Strength(+4),
Unnatural Toughness (+4).

Gifts:
STEEL-HEARTED
Some have seen into the depths of the warp and, know how
trivial the concerns of mortals truly are. The character’s heart
is steeled to the terrors of the material universe, and only
what lies beyond it concerns him.
The character counts Fear caused by enemies as one level
lower than described in that enemy’s profile. If the enemy
causes Fear (1), then no effects are suffered at all.

Slaanesh: When facing enemies dedicated to the worship of
the corpse-god of the Imperium (such as Adepta Sororitas, priests,
etc.) who cause Fear, their rating is reduced by a further level.

Skills:
Athletics, +0
Awareness, 0
Climb,
Charm +10
Command, +10
Deceive, 0
Dodge, 0
CL pick
Common Lore (War)
Forbidden Lore (Daemonology, The Book of Lorgar), 0
FL Adeptus Astartes,0
FL Horus Heresy, 0
Forbidden Lore (Heresy) 0
FL The Long War 0
Intimidate,
Linguistics Low Gothic 0
Navigation (Surface),0
Operate (Surface), 0
Parry, 0
Scrutiny, 0
Scholastic Lore (Occult)

,

Talents:
Ambidextrous
Bulging Biceps
Legion Weapon Training
Heightened Senses (Hearing,Sight)
Nerves of Steel,
Quick Draw,
Resistance (Cold,Heat, Poisons),
Unarmed Warrior.
Air of Authority,
Ancient Warrior,
Demagogue,
Enemy (Ecclesiarchy),
Inspire Wrath,
Iron Discipline
Unshakeable Will,
Mimic

Special Abilities
Harbinger of Heresy: Dark Apostles are powerful orators whose words convert entire populations to the worship of Chaos and inspire them to unite and rise up against their Imperial Oppressors. When attempting to use any Interaction Skill to affect multiple targets, a Dark Apostle may affect 10 times the number of targets normally allowed. Further, he may spend an Infamy point to re-roll an Interaction Test and add a Degree of Success to the result.

A Dark Apostle may also attempt to convert any NPC target(s), including minions, with a Disposition Modifier of +20 or greater to his own heretical beliefs through an Opposed Charm Test. The Dark Apostle gains +10 on the attempt, and, if successful, he can spend an Infamy Point to mark the target(s) as Faithful. Faithful followers are zealously dedicated to the Dark Apostle’s cause as long as their disposition towards him remains positive, giving them a +10 bonus to Opposed Willpower Tests to resist hostile Interaction Skills.

Dark Devotion: Dark Apostles dedicate their every victory to the Ruinous Powers and construct nightmarish monoliths and vast icons of devotion to venerate their chosen Gods. A Dark Apostle may spend an Infamy Point to construct and dedicate a monument to the Chaos God of his choice. The size of the monument and the time required to complete its construction is subject to the Dark Apostle’s ambitions and the resources available to him, and additional Skill Tests might also be required as the GM sees fit. If the GM decides the resulting preparations are sufficient, the Dark Apostle may grant two Degrees of Success to a single Skill Test involved in a Rite or Ritual performed at the site.

In addition, any Rites or Rituals that share an alignment with the monument gain a +30 Ritual Modifier, while those aligned to another God gain a –30 Ritual Modifier. Truly worthy altars can qualify as Glorifying Acts (see page 70) at the GM’s discretion. Dark Apostles begin play as Unaligned.

Implants:
Like the Space Marines of the Imperium, Chaos Space Marines also have a series of special organs and
modifications implanted into their bodies. This section briefly describes the in-game effects of each upon
the Chaos Space Marine character. The Traits and Talents provided by these implants are listed in the Chaos Space
Marine’s starting Talents and Traits above.
Secondary Heart: This organ contributes to the Unnatural Strength and Toughness Traits.
Ossmodula: This implant contributes to the Unnatural Toughness Trait.
Biscopea: This implant contributes to the Unnatural Strength Trait.
Haemastamen: This organ contributes to the Unnatural Strength and Toughness Traits.
Larraman’s Organ: The Chaos Space Marine only has a 5 percent chance of dying each round from Blood Loss, rather than the normal 10 percent.
Catalepsean Node: Chaos Space Marines suffer no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
Preomnor: This implant contributes to the Resistance (Poisons) Trait.
Omophagea: By devouring a portion of an enemy, a Chaos Space Marine can gain access to certain information from
the foe’s memories. The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place.
Multi-lung: This organ provides the Amphibious Trait.
Occulobe: This implant grants the Heightened Senses (Sight) Talent.
Lyman’s Ear: This implant grants the Heightened Senses (Hearing) Talent.
Sus-an Membrane: The Chaos Space Marine may voluntarily enter a form of suspended animation. To do so,
the character must meditate for 1d5 Rounds. This organ automatically activates if the character is knocked
unconscious by Critical Damage. While in suspended animation, the Chaos Space Marine’s wounds will not
deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (-20)
Medicae Test to revive a character from suspended animation.
Melanchromic Organ: This organ contributes to the Unnatural Toughness Trait.
Oolitic Kidney: This organ contributes to the Resistance (Poisons) Trait.
Neuroglottis: This implant contributes to the Resistance (Poisons) Trait.
Mucranoid: The organ contributes to the Resistance (Heat, Cold) Traits.
Betcher’s Gland: The Chaos Space Marine may spit acid at his foes. This acts as a ranged weapon with the following
profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the character rolls three or more Degrees of Success on his
Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.
Progenoids: Implanted in a regular human, these glands may change his body into that of a Space Marine, or they
may overwhelm his physique and destroy him. The loyalist Adeptus Astartes place great stock in recovering the
Progenoid glands from their fallen brethren to create new Space Marines. However, many Chaos Space Marines are less concerned with this. This gland has no in-game effect, though certain individuals may be interested in obtaining them for nefarious purposes (such as creating more Space Marines!).
Black Carapace: This implant gives the Chaos Space Marine exceptional control over his power armour. Although a Space

Equipment:

Legion Power Armour-Black Legion pattern, +1 AP all locations
Subsystems:Sustained power supply, Vox, Recoil compensators

Legion bolter 4 mags
Accursed Crozius (non-possessed)
Legion bolt pistol with 2 magazines
Unholy Icon,
2 Legion frag grenades

Accursed Crozius
Twisted and warped from the pure Crozius Arcanum of
Loyalist Space Marine Chaplains into something hideously
blasphemous, the Accused Crozius mocks the Imperium
with its mere existence. Even worse, some are home to
vengeful Daemons that seek not only the violence that
surrounds a Dark Apostle, but also the endless supplications
of the Apostle’s mortal followers.
An Accursed Crozius is a power maul degraded with foul
enhancements, and the wielder gains the Hatred Talent against
any foe with whom he is engaged with in Melee. Additionaly,
any opponents with whom the wielder is engaged with in
Melee may not take the Defensive Stance Action. It can
also be acquired as a Daemon Weapon with a Willpower of
50 and a Binding Strength of 2. It then has the Accursed,
Commanding Presence, and Impervious attributes (see page
198 of the Black Crusade Core Rulebook).

Accursed Crozius Melee – 1d10+6 E pen7 Balanced, Concussive (0)†,
Power Field 16kg Near Unique

Legion Bolter
Basic 100m S/3/– 1d10+9X 4 24 Full Tearing 10kg

Legion Bolt Pistol
Pistol 30m S/2/– 1d10+9X 4 8 Full Tearing 5.5kg

Black Legion Power armour Armour 9 all

UNHOLY ICON
These are very dangerous to possess in Imperial space,
especially in the eyes of the Ministorum’s rabid lapdogs.
Though they may take almost any form, each would be
immediately recognisable as blasphemous to any loyal
citizen, and may bring retribution or welcoming recognition
depending on the true loyalty involved. This adds +20 to
any Charm Tests to fellow Heretics. If found, it immediately
triggers Hatred and Frenzy in any Imperial servants

PHEROMONE GENERATOR
A combination of biological glands and injection systems,
this implant allows the user to exude unseen but powerful
chemicals into the air through modifi ed sweat glands on a
Routine (+20) Willpower Test. Charm Tests will gain a +10
bonus, rising to +20 if the test is taken in an enclosed area
with little or no strong air movement.

V Rare-20, single +10 = -10

First Edition Book:Book of Imperial Prayers and the History of the Temple of the Saviour Emperor

Blasphemous Texts These items can range from dusty scrolls and bound scrapsheets, to priceless books with vellum or skin pages hinged with elaborate locks. The content, though, determines what worth (or threat) such texts present, from mild cautions about Imperial policy to full-blown heretical screeds, and thus the GM and Heretics should be very clear on the exact contents of these items. Blasphemous Texts grant a +20 bonus to relevant Social Skill Tests such as Intimidation, Charm, and Deception depending on the text and how it is used.

Scarse+0, Significant amount -10= -10

Beguiling Gem Any warrior foolish enough to take even a passing glance at the Beguiling Gem is instantly assaulted with visions and sensations from every debased vice imaginable. The mental assault is so excruciating that most find themselves unable to look away. Any opponent in melee with a Heretic who has a Beguiling Gem must pass a Difficult (–10) Willpower Test before he can take any Actions during his turn. If he fails, he cannot make any Actions but can make Reactions as normal. Once passed, the character has overcome the Gem and will not suffer its effects again that melee encounter.

V Rare-20, Single+10= -10

Xp
Desc Total Remaining
Char gen 500 500
Deceive 200 300
Mimic 250 50
Current 50 50

Melee: 60
WS45
Hatred with Crozius +10
Currently Khorne +5

Damage: Melee
+8 strength
Accursed Crozius Melee – 1d10+6 E pen7

Parry: 70
WS45
Hatred +10
Currently Khorne +5
Balanced +10
Parry +0