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Forsaken Abelard

Name Abelard Player Damon
Warband Eternity Reapers Archetype Forsaken
Motivation Violence Alignment Unaligned
Pride Devotion Disgrace Deceit
62 57 [9]58* [9]51 24 37 34 51 29 96
*Includes +20 for wearing power armour
Total wounds Current wounds Infamy Corruption
18 2 8/9 92

Talents Description 
Resourceful The Forsaken gains a +10 to his Infamy Test when obtaining an item or items with an Availability of Rare or lower.
Ambidextrous  The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
Legion weapon traning Proficient with all weapons except Exotic Weapons
Bulging Biceps  The character can fi re heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing. Also whenever the character uses the Athletics Heft Special Skill Use (see page 96) he adds +20 
Heightened Senses (Hearing, Sight)  The character gains a +10 bonus to any tests specifi cally involving this sense
Quick Draw  The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic-class ranged weapon, or a melee weapon that can be wielded in one hand.
Resistance (Cold, Heat, Poisons)  The character gains a +10 bonus when making tests to resist the effects of this group
Nerves of Steel  The character may reroll failed Willpower Tests to avoid or recover from Pinning.  Also +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts
Unarmed Warrior Counts as having the Deadly Natural Weapon Trait. 
Amphibious  The character can breathe water as well as air and can stay underwater indefi nitely without the need to surface.
Hatred (Inquisition) +10 to weapon skill tests against the foe. Must roll WP to retreat.
Light Sleeper The character is always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise.
Jaded Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear Tests
Cold Hearted   Seduction attempts automatically fail, and +20 to Willpower against Charm.
Sure Strike Reduces the penalty for making called shots by 10
Flesh Render Uses an additional die when using tearing weapons. Keeps the highest roll.
Bersker Charge You get +30 when charging
Counter attack After succesful parry, may make an attack at -20
Die Hard When you suffer blood loss, you may re-roll twice to avoid death
Hardy You always recover wounds as if lightly wounded

Skill highlights Char. % Char. %
Acrobatics AG 44 Survival Per 34
Security Int 37 Common lore (tech) Int 37
Athletics S 58 Common Lore (War) Int 37
Awareness Per 33 Parry WS 62
Operate (Surface) Ag 24 Navigate (Surface) Int 37
Dodge Ag 24 Forbidden Lore (The Horus Heresy) Int 37
Forbidden Lore (the Long War) Int 37 Forbidden Lore (Adeptus Astartes) Int 37

Half Full Charge Run
5 10 15 30
Includes bonus for hulking size in power armour
Name Class Qual Range RoF Dam Pen Clip Rld Special
Legion Bolt Pistol Pistol Common 30m S/2/- 1D10+9 X
4 8 Full Tearing
Legion Shotgun Basic Common 30m S/2/- 1D10+6 I 0 10 2 Full Reliable, Scatter
Plasma Gun (Cursed Heirloom) Basic Common 100m S/2/- 1D10+12 E 14 24 5 full
  • Maximal: May be used on a higher setting. Add 10 to range, D10 to damage and 2 to penetration. Weapon needs to recharge for one turn
  • Overheats: Unmodified roll of 91 causes user to take single hit to weapon hand. Most roll agility or drop weapon. Must cool down for one turn.
  • Bloodthirsty: When user kills a target, must make a willpower roll or spend next action to attack again.
Chainsword Melee Common 1D10+12 R
3 Tearing, Balanced
Powermaul Melee Good 1D10+14 E 4 Power field, Balanced, Concussive (0) when used with both hands, +5 to all WS tests with weapon
The Power Maul must be switched on. It causes 4 less damage when off
Power field: Has 75% chance to destroy a weapon used to parry, if the weapons doesn't have the Power Field, Warp or Nautural quality
Concussive: A target hurt by the weapon must make a toughness roll or be stunned for DoF number of turns. If he takes damage equal to SB, he is knocked prone.
Tearing: roll an extra D10 for damage, and use the highest.
Balanced:+10 to parry when using this weapon
Scatter: Point Blank= +10 to hit and +3 Damage. Short Range= +10 to hit. Long/Extreme Range= –3 Damage
Reliable: Only jams on a 00

Type Clip 1 Clip 2 Clip 3 Clip 4
Bolt pistol 8 8 8 8
Shotgun 10 10
Type Damage Pen Special 3
4 Frag 2D10+2 X 0 Blast (3)
Blast (3): Everyone within 3 meters of the attack is hit. Roll damage once, and apply to all targets.
Armour: Legion Power Armour
Head Body Arms Legs
8 8 8 8

Gear highlights Description
De-Tox (2) Immediately ends the ongoing effects of both positive and negative drugs, toxins, or gases affecting the character. Upon taking this drug, a character is Stunned for a number of Rounds equal to 1d10 minus his Toughness Bonus.
Bionic left arm +2 TB when location is hit. +10 to strength when using the arm. Can be used to store small items.

Mutations Description
Multiple limbs (1) A second left leg grows out of the hip. Regular left leg is missing.
Pervasive Miasma The Abelard fails a stealth test, he gets an additional degree of failure.
Flaming Skull Fear (1). Reduction to Fellowship (included above)

Acrobatics Ag  44 Parry WS 52
Athletics S  62 Psyniscience Per 14
Awareness Per 34 Scrutiny Per   14
Charm Fel 15  Security  Int 37
Command   Fel  15 Sleight of Hand Ag 24
Commerce Int 17  Stealth Ag   24
Deceive Fel  15 Survival Per 34
Dodge Ag   44 Tech-Use Int 17
Inquiry Fel 15 Intimidate WP 31
Medicae Int 17 Logic Int 17

Implant Description  Implant Description
Haemastamen You gain the Unnatural Strength and Toughness (+4) Traits. Larraman's Organ Only 5% chance of dying from Blood Loss. 
Catalepsean Node You suffer no penalties to Perception-based Tests when awake for long periods of time Preomnor You gain +20 to Toughness Tests against ingested poisons. 
Omophagea You may 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 asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed results. 
Sus-an Membrane You may enter suspended animation Oolotic Kidney You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality. 
Neuroglottis You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted. Mucranoid You may re-roll any failed Toughness Tests caused by temperature extremes. 
Betcher's Gland You may spit acid as a ranged weapon with the following profi le: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds Progenoids These may be retrieved with a successful Medicae Test
Black Carapace While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.  Occulube and Lyman's Ear You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.

XP spent on Points used Alignment 
Ballistic Skill: Simple 250 unaligned
Ballistic Skill: Intermediate 500 unaligned
Ballistic Skill: Trained 750 unaligned
Weapon Skill: Simple 250 unaligned
Toughness: Simple 250 Nurgle
Ballistic Skill: Expert 1000 unaligned
Weapon Skill: Intermediate 500xp unaligned
Sure Strike 250xp Slaanesh
Flesh Render 250xp Khorne
Berserk Charge 250xp Khorne
Weapon Skill: Trained 750xp unaligned
Curser Heirloom 250xp Unaligned
Counter attack 500xp Uanligned
Die Hard 250 xp Nurgle
Hardy 500 xp Nurgle
Total 6500
Unspent 300

Abelard is a former trooper of the traitorous Alpha Legion. He revels in spreading Chaos and sewing discontent wherever he goes. His fervor in combat, unfaltering faith in Chaos, and ego maniacal tendencies estranged him from his fellow Alpha Legion brothers. Destined to wander, Abelard can only stay in one place for a short time. He quickly wears out his welcome. Only common goals keeps him allied with others. He will lie, cheat, and kill for the furtherance of Chaos. But die? No, others will die... Abelard considers himself protected by all the Chaos gods. The end does, indeed, justify the means.

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