Eversor Assassin
Race: Human
Profession: Eversor Assassin
Setting: Warhammer 40k
Experience:
Charisma: -4
Pace: 6
Parry: 8
Toughness: 7 Base + 8/12 Armor
Agility:
Smarts:
Spirit:
Strength:
Vigor:
Shooting (Free)
(Agility)
Fighting
(Agility)
Notice
(Smarts)
Intimidation
(Smarts)
Survival
(Smarts)
Scholastic (Occult)
(Smarts)
Scholastic (Legend)
(Smarts)
Scholastic (Judgement)
(Smarts)
Common Knowledge (Imperium)
(Smarts)
Forbidden Lore (Pirates)
(Smarts)

Armor

LocationNameValueNotes
Head Flak Armor + Synskin Bodyglove 8 / 12 Second value vs Lasguns or Autocannons.
Torso Flak Armor + Synskin Bodyglove 8 / 12 Second value vs Lasguns or Autocannons.
Arms Flak Armor + Synskin Bodyglove 8 / 12 Second value vs Lasguns or Autocannons.
Legs Flak Armor + Synskin Bodyglove 8 / 12 Second value vs Lasguns or Autocannons.


LanguageNotes
Low Gothic
High Gothic

Equipment

NameWeightValueNotes
Micro-bead
Void Suit

Weapons

NameDamageWeightCostNotes
Neuro Gauntlet Str+1d8+*d6 8 0 AP 6
The Neuro Gauntlet is a weapon used by the Imperial Eversor Assassin. It is a potent killer consisting of a hyper-alloy glove with built in neuro-toxin injectors. When inserted the injectors pump lethal toxins into the enemy meaning they die in horrific pain. In the time between injection and death, the enemy is nearly incapacitated.
Empower: Before an attack, sacrifice a number of Power Points to empower the damage from the Gauntlet. Each power point deals an additional 1d6 damage on a successful attack.
Hindrances
Duty [Humanity]
(Major)
Habit (Drug Addled)
(Major)
Outsider
(Minor)
Quirk (Drug Addicted)
(Minor)
Edges
Quick Draw
(Novice, Agility d8+)
This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual -2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), he adds +2 to the roll.
Hard to Kill
(Wild Card, Novice, Spirit d8+)
This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifers. This only applies to Vigor rolls called for to resist Incapacitation or death. He still suffers from wound modifers for other Trait rolls normally
Liquid Courage (but with Drugs)
(Novice, Vigor d8+)
Your hero processes drugs far differently than most. The round after consuming drugs, the character's Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifers (which stacks with other abilities that do the same).
Trademark Weapon (Neuro Gauntlet)
(Novice, Fighting or Shooting of d10+)
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
Arcane Background (Drugs)
Linked Attribute - Vigor
Breakdown: The power succeeds. Your body psyche breaks when you attempt to use the combat drugs. For the next 3 rounds, you are beserked. Your GM will control your character.
New Power
An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
New Power
An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
Combat Reflexes
(Seasoned)
Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
Counterattack
(Seasoned, Fighting d8+)
Fighters with this Edge know how to respond instantly to an enemy's mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at -2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
Rapid Recharge
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Harder to Kill
Your hero is tougher to kill than Rasputin. If he is ever “killed”, roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.