Re: Karakterlap
Karakterlap Deathwatch Karakternek
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Basic Skills
*Awareness (Per)
*Carouse (T)
*Charm (Fel)
*Climb (Ag)
*Command (Fel)
*Concealement (Ag)
*Contortonist (Ag)
*Deceive (Fel)
*Dodge (Ag)
*Evaluate (Int)
*Gamble (Int)
*Inquiry (Fel)
*Intimidate (Str)
*Logic (Int)
*Scrutiny (Per)
*Search (Per)
*Silent Move (Ag)
*Swim (Str)
Advances Skills
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Traits
Weapons
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GEAR
Body Armor
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SPACE MARINE ABILITES
secondary heart/Ossmodula/Biscopea/Haemastamen: Your gain 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 a +20 to toughness tests against ingested poisons.
Omophagea: You 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 asphyziation, In addition you gain a +10 on toughness tests made to resist gases and may reroll failed results.
Occulube and Lyman's Ear: You gain the Hightened Senses (sight and hearing)Talents. +10 to relevant Awareness tests.
Susan Membrane: you may enter Suspended animations
Oolotic Kidney: you may reroll any failed toughness test to resist poisons and toxins, Including attacks with the toxic quality.
Neuroglottis: You may detect any poisons or toxin by taste with a successful awareness test. you gain a +10 to tracking tests against a target you have tasted.
Mucranoid:The Space Marine may re-roll any failed toughness tests caused by temperature extremes such as desert heat or the cold of outer space.
Betcher's Gland: 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 te space marine gains three or more degrees of success on his ballistic skill test. He may also blind the opponent for 1d5 rounds.
Progenoids: See age 271
Black Carapace: this implant gives the space marine exceptional control over his power armor. Although a Trait his enemies gain no bonus to hit him due to being hulking trait, his enemies gain no bonus to hit him thanks to the black carapace.
Power Armor Abilities:
Servo-Augmented Musculature: +20 Strength
Auto Senses: Dark Sight, Immune to photon flash and stun grenades, called shots are half actions, +10 to sight and hearing awarness tests (Total of +20 bonus with heightened senses)
Bult-in vox link
built in magboots
nutrient recycling: can operate for two weeks without re-supply
Recoil suppression: may fire basic weapons one handed without penalty
Size Hulking: See black carapace
Poor manual dexterity: Delicate tasks suffer a -10 penalty, unless using equipment designed for space marines.
Osmotic Gill life sustainer: With the helment on, armor is environmentally sealed.
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