Here's the completed character sheet.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><div class="floatleft">(http://blog.theavclub.tv/wp-content/uploads/2006/09/space-marine.jpg)</div><strong>Name:</strong> Darius Rooker<br/><strong>Player:</strong> Christopher28<br/><strong>Homeworld:</strong> Death World<br/><strong>Birthright:</strong> Scout Marine<br/><strong>Call of the Void:</strong> Chosen by Destiny<br/><strong>Trials and Travails:</strong> The Hand of War<br/><strong>Motivation:</strong> Pride<br/><strong>Career:</strong> Arch-Militant<br/><strong>Gender:</strong> Male<br/>Age: 24<br/><br/><strong>Wounds:</strong> 16<br/><strong>Fate Points:</strong> 2 (can be spent for re-rolls or bonuses, can be permanently burned for extra lives)<br/>Insanity: 11<br/>Corruption: 6<br/><br/>Characteristics:  (Measured 1-100, human average is 30)<br/><br/>Weapon Skill  25 +15                                                 = 40<br/>Ballistic Skill  25 +20 +10 (AV)                                     = 55<br/>Strength       25 +10, +5 (DW), +5 (SMS) +5 (AV)      = 50<br/>Toughness     25 +12, +5 (DW), +5 (SMS) +3 (Pride) = 50<br/>Agility          25 +10, +5 (AV)                                      = 40<br/>Intelligence    25                                                        = 25<br/>Perception     25 +15                                                  = 40<br/>Willpower     25 +10, -5 (DW)                                     = 30<br/>Fellowship     25 +8, -5 (DW), -5 (SMS)                      = 23<br/><br/><strong>Skills:</strong>Acrobatics (Agi), Awareness (Per), Survival (Int), Common Lore (War) (Int +10), Dodge (Ag), Intimidate (S +10), Scholastic Lore (Tactica Imperialis) (Int), Secret Tongue (Military) (Int), Speak Language (Low Gothic) (Int).)<br/><br/><strong>Talents:</strong><br/>Jaded<br/>Basic Weapon Training (Universal)<br/>Pistol Weapon Training (Universal)<br/>Melee Weapon Training (Universal)<br/>Melee Weapon Training (Primitive)<br/>Thrown Weapon Training (Universal)<br/>Heavy Weapon Training (Bolters)<br/>Sound Constitution<br/>Scion of the Primarch<br/>Child of the Chapter<br/>Hated Pariah<br/>Paranoid (-10 to Interaction tests in formal surroundings)<br/>Survivor (+10 to resist pinning and shock)<br/>Hatred: Chaos worshipers (+10 to melee with Chaos)<br/>Leap up<br/>Rogue Marine<br/>Quick Draw<br/>Ambidextrous<br/>Nerves of Steel (can reroll pinning tests)<br/>Budging Biceps<br/><br/><strong>Ability:</strong><br/>-Weapon Master: Bolters. The Arch-militant gains a +10% bonus to hit, +2 to damage, and +2 initiative when using a Bolter class weapon<br/><br/><strong>Gear:</strong> Micro-bead, Manacles. Arms coffer, Advanced Medkit 5kg, Heraldry Scroll (Ultramarines chapter trapping, indicates Darius's position as a scout marine of the Ultramarine's 10th company.  Displaying it during a successful endeavor results in a +1 profit factor and a heap of trouble) (3kg)<br/><br/><strong>Armor:</strong> Good Quality Power Armor with 10 hour power supply, AP 8 (9 vs the first attack in a round) (65 kg)<br/>Advanced Helmet Systems: Autosenses and Preysense<br/>Astartes Scout Armor (AP 6 all, +10 to concealment checks) (30kg)<br/>Refraction Field<br/><br/><strong>Weapons:</strong><br/>two Bolt Pistols:  RoF S/2/-, Damage 1d10+7 Explosive, Penetration 4, Clip 8, (roll 2d10, drop the lowest die) (7kg each)<br/>Astartes Combat Knife (best quality knife with mono upgrade): 1d10+7 damage, Penetration 2 (2 kg)<br/>Heavy Bolter with Motion Predictor: RoF -/-/10, Damage 2d10+4x (roll 3d10, drop the lowest), Penetration 5, Range 120m, 60 round clip (250 more rounds in ammo backpack, 40 kg), (40 kg) +10% to hit<br/>Power Fist: 2d10+14E damage, Penetration 9 (13 kg)<br/><br/>Carrying Capacity without Power Armor 78kg<br/>with Power Armor: 112kg<br/>Combat Load (in Power armor): 107kg (Heavy Bolter+extra ammo, Pistol, Powerfist, Medkit, Knife)<br/>Combat Load (without power armor): 44kg (Scout Armor, Pistol, Knife, Medkit)<br/><br/>Starting Advances: Scout Marine Background (500xp)<br/><br/>9050 xp (4050)<br/>Purchased Advances: Ballistic Skill x2 (100xp+250xp), Strength (100xp), Agility (100xp), Awareness (100xp),  Rogue Marine: gives; Quick Draw, Ambidextrous, and Nerves of Steel: (700xp), Budging Biceps (500xp), Common Law: War+10: (200xp) Acrobatics: (200xp), Intimidate +10: (200xp),  leaves 1600<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">extra gear</div><div class="spoiler_body">Frag Grenades (x5): Range: SBx3, Damage: 2d10 explosive, Penetration 0, Blast 4 (0.5 kg each)<br/>Smoke Grenades (x3): Range: SBx3, (0.5 kg each)<br/>Repair Cement (x2): Temporary repair for damaged Power Armor (after wearer takes 9 or more damage) (0.5kg each) <br/>Compact sized Las Pistol: (-20 to being located in a search) Damage: 1d10+1 Energy, Range 30, Reliable (0.75kg)<br/>Chainsword: Damage 1d10+7(9) (roll 2d10 and drop lowest), Penetration 2, +10 to Parry (6kg)<br/>Stim: 2 doses: (ignore damage penalties for 3d10 rounds)<br/>Respirator: (+30 to toughness for gas attacks)<br/>Screamer: (alarm with Perception of 75) (1.5kg)<br/>Stummer: (+30 to move silently tests) (2kg)<br/>Night Cloak: (+20 to hide in darkness) (2kg)<br/>Grapnel: (100m range, powered winch) (2kg)<br/>Shipboard Emergency Kit: (6kg)<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">I'll work out a detailed background later, for now...<br/><br/>Darius is an ex-scout marine from the Ultramarine's 10th Company.  He washed out of the program after getting his implants, but before his conditioning was complete, and before his implants were activated.   Darius is not, in fact his real name, and he signed on with the "Reliquary of Alexander" under an assumed name.<br/><br/>Even to those who know him well, Darius doesn't talk about why he washed out of the Ultramarine Scout program, or how he managed to escape alive and mostly unscathed, even to those who know about his ultramarine roots.  He is, however, surprisingly cordial to aliens, especially for an ex-marine, and sometimes dangerously fascinated by them, which might explain a thing or two.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Notes</div><div class="spoiler_body">Birthright Option:  Scout Marine (taken)<br/><br/>Characteristic Modifiers: +5 toughness, +5 strength, -5 fellowship<br/>Gain the Basic Weapon Training (Universal) talent, and one Heavy Weapon training talent of choice<br/>Gain trait Scion of the Primarch: A scout marine has space marine implants, but they are not yet functional, due to lack of nurture, or have stopped functioning due to lack of conditioning.  The scout marine may take the Rogue Marine elite advance later to enable his implants to begin functioning.  (again)<br/>Child of the Chapter: A scout marine may select advances from his chapter advancement chart as elite advances, each advance costing double<br/>Hated Pariah: A scout marine is a traitor to his chapter, and receives the Enemy (Adeptus Astartes), Enemy (Military), and Enemy (Former Chapter) talents.  Additionally, the scout marine suffers 1d5+1 corruption points and 2d10 insanity points, though insanity for a scout marine is resolved as a space marine or ordinary human at the GM's discretion.<br/>Cost: 500xp<br/><br/><br/>Rogue Marine elite advance<br/>Requirements: Scion of the Primarch trait<br/>Cost: 700xp<br/><br/>Effect: Gain the Ambidextrous, Nerves of steel, and Quick Draw talents In addition, you may select the following advances:<br/>(discount elite advance 200xp for each talents already posessed)<br/><br/>Heightened Senses (Hearing) 200<br/>Heightened Senses (Sight) 200<br/>Melee Weapon Training (Univeral) 200<br/>Resistance (Psychic Powers) 200<br/>Mucranoid 200<br/>Sus-an Membrane 200<br/>Neuroglottis 300<br/>Preomnor 300<br/>Unarmed Master 300<br/>Bulging Biceps 500<br/>Heavy Weapon Training (any) 500<br/>True Grit 500<br/>Betcher's Gland 500<br/>Catlepsean Node 500<br/>Multi-Lung 500<br/>Killing Strike 800<br/>Larriman's Organ 800<br/>Oolitic Kidney 800<br/>Unnatural Strength (x2) 1500<br/>Unnatual Toughness (x2) 1500</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Armsmen Stats</div><div class="spoiler_body">Darius's Armsman<br/><br/>Seeth<br/>Jared<br/>Michaels<br/>Boiler<br/>Newman<br/><br/>BS: 35  WS: 25  S: 30  Ag: 35  T: 40   Int: 30  Per: 34  WP: 30  Fel: 30<br/>Wounds: 14<br/><br/>Skills: Awareness, Common Lore (War), Literacy, Scrutiny, Speak Language (Low Gothic)<br/>Talents: Basic Weapon Training (bolters, almost) Basic Weapon Training (SP), Pistol Training (SP), Melee Weapon Training (Primitive)<br/>Armor: Storm Trooper Carapace (6 to all), Refraction Fields<br/>Weapons: Boltgun  (range 90m, RoF S/2/4, Damage 1d10+5 E, Pen 4, Clip 30), Stub Revolver (range 30m, RoF S/-/-, Damage 1d10+3 I, Pen 0, Clip 6), Bayonet (Dam 1d10+3, Pen 0), Club (Dam 1d10+3, pen 0)<br/>Gear: 3 Frag Grenades, 1 Krak Grenade, Respirator</div></div>