Appearance:<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">http://media-cache-ak0.pinimg.com/736x/1d/0a/f6/1d0af6b1a0e82c10b3f13b7371ea3fe7.jpg</div></div><br/><strong>Name:</strong>Walks With Prey<br/><strong>Race:</strong>Kroot (Stalker)<br/><strong>Career Path:</strong>Mercenary<br/><strong>Home World:</strong>Born on a Kroot Battle Sphere<br/><strong>Motivation:</strong>Greed<br/><strong>Description:</strong>Walks is young for a Kroot and as such its head spines are short flaring out from its head more like a crown than a crest. Being of Stalker stock his skin is usually a blue/green color but reflective pools swim across his skin allowing him to take on a minor Chameleonic effect with anysurface it is near. Standing roughly 6'4 it is small for a Kroot but appears even more so due to its constant hunched posture. Wearing rough leathers similar to its Kindred, Walks also has a variety of fetishes sewn into its armor. These include animal bones as well as small pieces of armor that held the symbols of their previous owners allegiances. Many are of unknown worlds but an astute observer may also notice the Imperial Eagle and a strange alien disk-like symbol (tau).<br/><br/><strong>Characteristics:</strong><br/>WS: 44<br/>BS: 40<br/>Str: 43 *<br/>Tough: 30<br/>Ag: 54 *<br/>Int: 29<br/>Per: 35<br/>Will: 35<br/>Fell: 25<br/><br/>Skills:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Awareness: ** <br/>Climb: **<br/>Concealment: **<br/>Dodge: **<br/>Silent Move: **<br/>Lang:<br/>       Low Gothic: **<br/>       Kroot: **<br/>       Tau: **<br/>Survival: **<br/>Tracking: **</div></div><br/><strong>Wounds: </strong>13<br/><strong>Fate Points:</strong>2<br/><br/><strong>Kroot/alien special abilities and drawbacks:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Medical Attention: </strong> Being alien means that most humans cant understand your biology. As such Any test to treat a Kroot is one degree harder. Most human drugs have little or no effect on Kroot but poisons do. DM can determine how effective a drug would be on the Kroot. Also Bionics are almost unknown to the Kroot and premade bionics cant interface correctly with Kroot bone and muscle.<br/><strong>Kroot and Tech:</strong> Kroot still live as their ancestors did and as such disdain most technology as unnatural. Any tech made to fit a kroot is treated as 1 rarity step up. Kroot cannot wear heavy armor.<br/><strong>Eaters of the Dead:</strong> Kroot have gaps in their DNA which can be filled by the DNA of creatures they consume. Kroot are avid eaters of their prey including other sentient species. A kroot devouring the remains of a recent corpse (24hrs) gains a number of wounds equal to the unmodified toughness bonus of the corpse which cannot exceed the Kroots own bonus and retains them for a number of hours equal to the Kroots Toughness bonus or until lost whichever comes first. A Kroot who has consumed a corpse heals twice as fast as normal and adds one addition wound to any healed through any means for a number of hours equal to its Toughness bonus. Can only receive these bonuses from one one corpse at a time. If he consumes a new corpse then the old bonuses are lost and the new ones take effect.<br/><strong>Fieldcraft:</strong> +10 bonus to concealment,Shadowing and Silent Move Test. In addition Kroot treat Forests, jungles and similar environs as open terrain.<br/><strong>Kroot Physiology: </strong> Kroot are comfortable wearing light armor or piecemeal armor. When wearing armor that provides better than 3AP's he looses Fieldcraft and Unnatural Perception (if owned) Traits.<br/><strong>Kindred Ability (Stalker):</strong> The Kroot feeds on Chameleonic reptiles and other such creatures. The Kindred are incredibly stealthy and their skin ripples with colors and patterns. Makes Concealment and Silent Move tests as a Free Action and may do so while being observed.<br/><strong>Non_Imperial (trait):</strong> Suffers a -10 penalty on all Common Lore, Forbidden Lore and Scholastic Lore test relating to the Imperium of Man.<br/><strong>Speak Not Unto The Alien (Trait):</strong> Counts all Fellowship test as 2 steps more difficult when dealing with cultures other than his own. Does not count toward individuals who have come to trust the alien. The presence of an alien aboard ships is disruptive to the crew and as such Moral drops by 2.</div></div><strong>Talents and Traits:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Basic weapon training (universal)<br/>Exotic Weapon Training (Kroot Rifle)<br/>Melee Weapon Training (universal)<br/>Heightened Senses (Hearing and Sight): +10 bonus to any skill test involving the use of these senses (ie...Awareness, Ballistic test ect..)<br/>Unnatural Strength: Doubles his Str bonus when determining melee damage.<br/>Natural weapon (Beak): 1d5+SB Type R, Pen 0, Special: Primitive<br/>Mercenary: May roll against the ships profit factor instead of his Will to resist Fear and Pinning.</div></div><strong>Gear:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Kroot Leathers: AP2 all locations<br/>Kroot Rifle: 1d10+5 type E, Pen 3, Range 150m, ROF 1/-/-, Clip 8, Reload Full, Special Accurate<br/>Mono-knife<br/>Kroot modified Void Suit<br/>Micro-bead</div></div><strong>Background:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Walks with Prey was born aboard a battle sphere ship of the Kroot which they use to move about the galaxy. Never having see its homeworld Walks has few ties to his people aside from his immediate Kindred (clan). Even at a young age before earning the right to hunt and feed on the kills of the warriors, Walks was an amazing stalker. Often following the hunters out into the wilds to watch them stalk their prey. <br/>It was on such an excursion that Walks came upon a group of strange aliens. Their peach colored flesh and strange technology were of interest and Walks could not help but draw closer. Soon Walks was within their camp. The sentries were lax thinking the region devoid of aggressive life but when the Shaper (chief) of the Kindred arrived their manner turned dark and severe. Shots were exchanged until one of the peach skins barked out with a deafening roar from a metal box. Signals were exchanged that the Shaper somehow knew and they began to speak. It seemed the Peach skins, called Humans, were looking for something in the dirt and the Shaper made a deal with them. He would show them were what they looked for was and in return they would transport his Kindred off the planet to new hunting grounds.<br/>So changed Walks life forever. Over the next few years his Kindred landed on a dozen different worlds hunting, scouting and on occasion, fighting along side the Humans. Walks learned quick to hone his skills and soon was the most capable scout amoungst them, thus earning his hunter name due to his ability to walk into the midst of the Prey without them being the wiser.</div></div><strong>Personality:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Walks is quiet and withdrawn in most things letting the elders and leaders make decisions. He is however eager to prove himself and will eagerly agree to most any task that will test his skills. He has also been rooted into the Mercenary mentality and will demand his payment for any task, be it coin or the flesh of the kill. Rarely falling into the habit of eating the kill while battle still ensues Walks does delight in the honor of the task, giving praise to the dead for its bounty of food and more important its strength. Slow to anger but long of memory Walks is not completely trusted by all of his fellow Kindred due to an incident where he alone returned from a scouting trip with a heated rival. The rivals body was never found and some believed that Walks long term hatred of the Scout lead him to murder. Such is not rare but to find no body suggested that Walks had devoured the Scout and waited long enough before returning so as not to be identified as having done so. Perhaps Walks strongest attribute is his curiosity. Though he cares not for the use of alien technology he does wish to know what it does, and should he be bared from an area it is usually a personal challenge to Walks to find out why.</div></div>