Name: Emerik
Wounds: 13
Insanity: 1
Corruption: 0
Fate Points: 1
Armour: Guard Flak Armour - Arms 4 - Legs 4 - Torso 4 - Head 4
Damage Reduction: Arms 7 - Legs 7 - Torso 7 - Head 7
Homeworld: Scintilla Gun Metal City.
Rank: Veteran
Imperial Divination: 84 - “Thought begets Heresy; Heresy begets Retribution.” Increase Strength by +3
Traits
Cave of Steels - Tech-Use is a Basic Skill
Hive Bound - Take a -10 on Survival Use checks outside a ‘proper’ environment.
Wary - Add 1 to Initiative checks.
Packing Iron - Take a -5 on all tests when unable to use a gun.
Way of the Gun - Add +5 to Ballistic Skills, and +5 on Tech-Use related to guns.
Statistics
Weapon Skill: 32
Ballistic Skill: 50
Strength: 39
Toughness: 30
Agility: 37
Intelligence: 31
Perception: 33
Willpower: 30
Fellowship: 30
Skills
All skills marked in Italics are trained.
Basic
Awareness - Perception (33) - 33%
Barter - Fellowship (30) - 15%
Carouse - Toughness (25) - 12%
Charm - Fellowship (26) - 13%
Climb - Strength (39) - 39%
Command - Fellowship (30) - 15%
Concealment - Agility (37 ) - 37%
Contortionist - Agility (37 ) - 37%
Deceive - Fellowship (26) - 13%
Disguise - Fellowship (26) - 13%
Dodge - Agility (37 ) - 37 %
Evaluate - Intelligence (31) - 15%
Gamble - Intelligence (31) - 31%
Inquiry - Fellowship (30) - 30%
Intimidate - Strength (39) - 39%
Logic - Intelligence (54) - +10 - 64%
Literacy - Intelligence (31) - 15%
Scale Sheer Surfaces - Strength (39) - 39%
Scrutiny - Perception (33) - 16%.
Search - Perception (33) - 33%
Silent Move - Agility (37 ) -37%
Speak Language (Low Gothic) - Intelligence (31) - 31%
Speak Language (Metallican) - Intelligence (31) - 31%
Swim - Strength (39) - 39%
Tech Use - Intelligence (31) - 31%
Advanced
Demolition - Intelligence (31) - 31%
Drive (Ground) - Agility (37) + 10 - 47%
Pilot (Military Vehicle) - Agility (37) - 37%
Tech Use - Intelligence (31) - 31% (36 for guns)
Weapon Talents
Melee Weapon Training (Primitive) - Can use basic melee weapons
Basic Weapon Training (Las) - Can use basic las weapons
Pistol Training (Las) - Can use basic las pistols
Basic Weapon Training (SP) - Use basic slug throwers
Pistol Training (SP) - Use slug thrower pistols.
Other Talents
Hatred (Mutants) +10 on Weapon Skill to hit mutants.
Two Weapon Wielder (Ballistic) - Shoot two weapons as a Full Round Action, but at -20 to hit.
Ambidextrous - Reduce the penalty to shoot two weapons to -10.
Quick Draw - Ready a weapon as a free action.
Sound Constitution - Add 1 hit point (taken 2 times)
Rapid Reload - Reduce reloading times by one step.
Funds
42 thrones
Equipment:
Infantryman’s Uplifting Primer
1 Week’s rations
Backpack
Re-Breather
Det Cord (5kg)
Personal Grooming Kit
Hostile Weather Gear
Tool Kit
Entrenching Tool
Weapon Maintenance Gear
Weapons
2 x Good Quality Autoguns - Pistol Grips, Silencer - One Handed - 1d10+3 I - Pen 0 - S/3/10 - Clip (30) - Range 50m/100m
Sword - One Handed - 1d10+4 R - Primitive, Balanced
Hot Shot Longlas - Laser Dot Sight +10 - Two Handed - 1d10+4 E - Pen 4 - S/-/- Clip 1 - Range 150m
Knife - One Handed - 1d5+4 - Primitive
Ammo
20 Hotshot Rounds
500 rounds.
Rank 1 - 0 - 499 - Conscript
Tranch War Veteran - 100
Ballistic Skill +5 - 100
Sound Constitution - 100
Pistol Training (SP) - 100
Awareness - 100
Rank 2 - 500 - 999 - Guard
Dodge - 100
Agility +5 - 250
Two Weapon Wielder (Ballistic - 200)
Rank 3 - 1000 - 1999 - Armsman
Intimidate - 100
Inquiry - 100
Inquiry +10 - 100
Sound Constitution - 100
Ambidextrous - 200
Gamble - 100
Pilot (Military Craft) - 100
Quick Draw - 100
Rapid Reload - 100
Rank 4 - 2000 - 2999 - Seargent
Ballistic Skill +5 - 250
Sound Constiution - 100
Tech Use - 200
Demolition - 100
Intimidate +10 - 100
Pilot (Military Craft) +10 - 100
Toughness +5 - 250
Rank 5 - 3000 - 5999 - Veteran
Dodge +10 - 100
Search - 200
Interrogation - 100
Ballistic Skill +5 - 500
Wounds: 13
Insanity: 1
Corruption: 0
Fate Points: 1
Armour: Guard Flak Armour - Arms 4 - Legs 4 - Torso 4 - Head 4
Damage Reduction: Arms 7 - Legs 7 - Torso 7 - Head 7
Homeworld: Scintilla Gun Metal City.
Rank: Veteran
Imperial Divination: 84 - “Thought begets Heresy; Heresy begets Retribution.” Increase Strength by +3
Traits
Cave of Steels - Tech-Use is a Basic Skill
Hive Bound - Take a -10 on Survival Use checks outside a ‘proper’ environment.
Wary - Add 1 to Initiative checks.
Packing Iron - Take a -5 on all tests when unable to use a gun.
Way of the Gun - Add +5 to Ballistic Skills, and +5 on Tech-Use related to guns.
Statistics
Weapon Skill: 32
Ballistic Skill: 50
Strength: 39
Toughness: 30
Agility: 37
Intelligence: 31
Perception: 33
Willpower: 30
Fellowship: 30
Skills
All skills marked in Italics are trained.
Basic
Awareness - Perception (33) - 33%
Barter - Fellowship (30) - 15%
Carouse - Toughness (25) - 12%
Charm - Fellowship (26) - 13%
Climb - Strength (39) - 39%
Command - Fellowship (30) - 15%
Concealment - Agility (37 ) - 37%
Contortionist - Agility (37 ) - 37%
Deceive - Fellowship (26) - 13%
Disguise - Fellowship (26) - 13%
Dodge - Agility (37 ) - 37 %
Evaluate - Intelligence (31) - 15%
Gamble - Intelligence (31) - 31%
Inquiry - Fellowship (30) - 30%
Intimidate - Strength (39) - 39%
Logic - Intelligence (54) - +10 - 64%
Literacy - Intelligence (31) - 15%
Scale Sheer Surfaces - Strength (39) - 39%
Scrutiny - Perception (33) - 16%.
Search - Perception (33) - 33%
Silent Move - Agility (37 ) -37%
Speak Language (Low Gothic) - Intelligence (31) - 31%
Speak Language (Metallican) - Intelligence (31) - 31%
Swim - Strength (39) - 39%
Tech Use - Intelligence (31) - 31%
Advanced
Demolition - Intelligence (31) - 31%
Drive (Ground) - Agility (37) + 10 - 47%
Pilot (Military Vehicle) - Agility (37) - 37%
Tech Use - Intelligence (31) - 31% (36 for guns)
Weapon Talents
Melee Weapon Training (Primitive) - Can use basic melee weapons
Basic Weapon Training (Las) - Can use basic las weapons
Pistol Training (Las) - Can use basic las pistols
Basic Weapon Training (SP) - Use basic slug throwers
Pistol Training (SP) - Use slug thrower pistols.
Other Talents
Hatred (Mutants) +10 on Weapon Skill to hit mutants.
Two Weapon Wielder (Ballistic) - Shoot two weapons as a Full Round Action, but at -20 to hit.
Ambidextrous - Reduce the penalty to shoot two weapons to -10.
Quick Draw - Ready a weapon as a free action.
Sound Constitution - Add 1 hit point (taken 2 times)
Rapid Reload - Reduce reloading times by one step.
Funds
42 thrones
Equipment:
Infantryman’s Uplifting Primer
1 Week’s rations
Backpack
Re-Breather
Det Cord (5kg)
Personal Grooming Kit
Hostile Weather Gear
Tool Kit
Entrenching Tool
Weapon Maintenance Gear
Weapons
2 x Good Quality Autoguns - Pistol Grips, Silencer - One Handed - 1d10+3 I - Pen 0 - S/3/10 - Clip (30) - Range 50m/100m
Sword - One Handed - 1d10+4 R - Primitive, Balanced
Hot Shot Longlas - Laser Dot Sight +10 - Two Handed - 1d10+4 E - Pen 4 - S/-/- Clip 1 - Range 150m
Knife - One Handed - 1d5+4 - Primitive
Ammo
20 Hotshot Rounds
500 rounds.
Rank 1 - 0 - 499 - Conscript
Tranch War Veteran - 100
Ballistic Skill +5 - 100
Sound Constitution - 100
Pistol Training (SP) - 100
Awareness - 100
Rank 2 - 500 - 999 - Guard
Dodge - 100
Agility +5 - 250
Two Weapon Wielder (Ballistic - 200)
Rank 3 - 1000 - 1999 - Armsman
Intimidate - 100
Inquiry - 100
Inquiry +10 - 100
Sound Constitution - 100
Ambidextrous - 200
Gamble - 100
Pilot (Military Craft) - 100
Quick Draw - 100
Rapid Reload - 100
Rank 4 - 2000 - 2999 - Seargent
Ballistic Skill +5 - 250
Sound Constiution - 100
Tech Use - 200
Demolition - 100
Intimidate +10 - 100
Pilot (Military Craft) +10 - 100
Toughness +5 - 250
Rank 5 - 3000 - 5999 - Veteran
Dodge +10 - 100
Search - 200
Interrogation - 100
Ballistic Skill +5 - 500
--------------------
Appearance
--------------------
A tall, powerful man typically dressed in a patched guard uniform and armour, Emerik is the standard of a Guardsman, at least physically. Although thinner than usual for someone his height, but he’s quite fit and has an impressive level of muscle, Blessed in it by the Emperor as well as life time of heavy lifting and physical activity.
Emerik’s skin has the pallid tone of someone who has spent too much of there life out of the sun, fighting in the guts of hives and on the corridors of space hulks, robbing it of much of its life. He keeps both his head and beard shaved close, even though both are usually hidden behind armours and rebreathers. His eyes are pale green flecked with brown.
He has a rough voice, and several scars. He’s managed to avoid any wound that would require cybernetics, which is probably just as well given he couldn’t afford them. Although he tries to bathe as often as possible, he typically smells as any trooper in armour will. Armour my save your life but it doesn’t do much for your odour.
Appearance
--------------------
A tall, powerful man typically dressed in a patched guard uniform and armour, Emerik is the standard of a Guardsman, at least physically. Although thinner than usual for someone his height, but he’s quite fit and has an impressive level of muscle, Blessed in it by the Emperor as well as life time of heavy lifting and physical activity.
Emerik’s skin has the pallid tone of someone who has spent too much of there life out of the sun, fighting in the guts of hives and on the corridors of space hulks, robbing it of much of its life. He keeps both his head and beard shaved close, even though both are usually hidden behind armours and rebreathers. His eyes are pale green flecked with brown.
He has a rough voice, and several scars. He’s managed to avoid any wound that would require cybernetics, which is probably just as well given he couldn’t afford them. Although he tries to bathe as often as possible, he typically smells as any trooper in armour will. Armour my save your life but it doesn’t do much for your odour.
--------------------
Personality
--------------------
Calm, courageous and thoroughly broken by life, Emerik is not untypical of a guard veteran. Loyal to the Emperor but tired of the ceaseless, grinding brutality of life within the Guard, Emerik seeks to serve in a position from which he won’t simply see his people dying for a pointless cause in a pointless war that no one will remember in a hundred years. Even if those memories will be sealed away, and only for a brave few.
Pragmatic beyond almost anything else, Emerik carries a variety of weapons, and often uses them in unexpected ways. He carries a pair of autoguns like most would pistols, and uses hot-shot power cells with a longlas to kill at range. He uses whatever gets the job done with minimal losses, an attitude which didn’t sit well with some of his Guard superiors who prefered to follow the book, even if the book led to a meatgrinder.
Having served on Tranch, and disagreeing heavily with many of the choices that were made there, he hopes that service with the Inquisition will allow him to make some difference to the Sector before he dies.
Personality
--------------------
Calm, courageous and thoroughly broken by life, Emerik is not untypical of a guard veteran. Loyal to the Emperor but tired of the ceaseless, grinding brutality of life within the Guard, Emerik seeks to serve in a position from which he won’t simply see his people dying for a pointless cause in a pointless war that no one will remember in a hundred years. Even if those memories will be sealed away, and only for a brave few.
Pragmatic beyond almost anything else, Emerik carries a variety of weapons, and often uses them in unexpected ways. He carries a pair of autoguns like most would pistols, and uses hot-shot power cells with a longlas to kill at range. He uses whatever gets the job done with minimal losses, an attitude which didn’t sit well with some of his Guard superiors who prefered to follow the book, even if the book led to a meatgrinder.
Having served on Tranch, and disagreeing heavily with many of the choices that were made there, he hopes that service with the Inquisition will allow him to make some difference to the Sector before he dies.
--------------------
History
--------------------
Born in Gunmetal City on Scintalla, Emerik has lived surrounded by guns. Everyone carried a gun there, and it turned out that Emerik was one of the better ones at it. He worked in the foundries, carrying crates of parts and ammo to the transports, and because he worked he ate and grew into a strapping young man. It wasn’t a shock when he was conscripted into the Guard.
It turned out he was pretty good at it, in that he tended to not die in pointless scuffle or grand charges. He quickly acquired additional tools to his trade, and used them to continue surviving his missions. Since he liked to survive, that meant his missions were completed, as surviving and failing was essentially the same as dying to most Commissars.
Success had its rewards. By the time his regiment was reassigned to Tranch, he was promoted to a Lieutenant’s personal guard.
Tranch was a horrific affair. A mutant uprising that has been corrupted by Chaos, as so many were, the Guard were there to protect the populace that remained and help re-establish the place’s economy. In truth, the place was still a battleground, and one that Emerik was barely able to survive. Twisted mutants and even more twisted psykers destroyed most of his friends in his regiment. And then the new friends he found. And then the people he met after that. When his officer died, Emerik continued issuing orders for him, to keep the battle going.
Through it all, Emerik survived, but he did so by breaking many of the tactical doctrines of the Guard. In the ruthless fighting of the Hives he used the tactics of his foes against them, luring them into traps of their own making, pumping drugs into their air to make them turn their own powers against each other.
Many of the officers considered this a dirty, dishonourable method of fighting, and while many of the troops he served. When it came to light that he had possibly falsified orders, he was to be brought up on charges. Until the Inquisition saw potential and stepped in...
History
--------------------
Born in Gunmetal City on Scintalla, Emerik has lived surrounded by guns. Everyone carried a gun there, and it turned out that Emerik was one of the better ones at it. He worked in the foundries, carrying crates of parts and ammo to the transports, and because he worked he ate and grew into a strapping young man. It wasn’t a shock when he was conscripted into the Guard.
It turned out he was pretty good at it, in that he tended to not die in pointless scuffle or grand charges. He quickly acquired additional tools to his trade, and used them to continue surviving his missions. Since he liked to survive, that meant his missions were completed, as surviving and failing was essentially the same as dying to most Commissars.
Success had its rewards. By the time his regiment was reassigned to Tranch, he was promoted to a Lieutenant’s personal guard.
Tranch was a horrific affair. A mutant uprising that has been corrupted by Chaos, as so many were, the Guard were there to protect the populace that remained and help re-establish the place’s economy. In truth, the place was still a battleground, and one that Emerik was barely able to survive. Twisted mutants and even more twisted psykers destroyed most of his friends in his regiment. And then the new friends he found. And then the people he met after that. When his officer died, Emerik continued issuing orders for him, to keep the battle going.
Through it all, Emerik survived, but he did so by breaking many of the tactical doctrines of the Guard. In the ruthless fighting of the Hives he used the tactics of his foes against them, luring them into traps of their own making, pumping drugs into their air to make them turn their own powers against each other.
Many of the officers considered this a dirty, dishonourable method of fighting, and while many of the troops he served. When it came to light that he had possibly falsified orders, he was to be brought up on charges. Until the Inquisition saw potential and stepped in...