[u][b]General:[/b][/u] [b]Name:[/b] Alexander Atreides [b]Gender:[/b] Male [b]Age:[/b] 44 [hider=Appearance:] [img]http://wh40kart.im/_images/5cc3499000858bf3a2c09aede6e8ed8f.jpg[/img] [/hider] [u][b]Origin[/b][/u] [b]Homeworld:[/b] (Tracus Secondus) Hiveworld [b]Homeworld Superstition:[/b] Keep Nature at Bay: Base life should never intrude; pluck and toss stray weeds to gain luck. [b]Homeworld Memento:[/b] Chip from a Hive Wall. During Arbitrator Atreides' first raid, most of the combat was done in hand to hand. The Arbites agent's first kill dislodged chunks of material from the wall and, despite occassional commentary from his brothers in arms, has kept the chip as a memento. [b]Class Memento:[/b] Short Length of Chain. A mutant shattered his first pair of manacles and nearly killed him. He kept the remaining length of chain as a reminder of such an event. [b]Class:[/b] Adeptus Arbites [b]Background:[/b] Alexander was an orphaned child, with both his parents having been killed off in the most recent gang war in the lower recesses of the Hive Tracus, capitol of the hiveworld itself. With both parents dead members of two, at the time, allied gangs, the boy would have been nothing more than another ganger scum if the Arbites had not found him first. The boy was not even old enough to walk and talk properly when he was found, and the orphan was sent to be raised by a Judge. In such an environment, one cannot be surprised that the young man, who inherited his adopted father's name instead of the gang name he had, was raised to join the ranks of the Adeptus Arbites upon the hiveworld and, as soon as he was deemed old enough, donned the Black Carapace of the Arbites and joined the ranks of the lawkeepers of the Imperium. He would gain valuable experience in the tight, close quarters conflict of a hive world, from the gang wars to breaking up riots he would gain valuable experience and learn a simple, vital rule. No one is innocent, some are merely less guilty than others. With this grim rule in his heart, Arbitrator Atreides would spend most of his life within the Hive Tracus, earning the ire of the gangs and even beyond his planet as he severely made doing business on such a place, in a criminal or illicit manner, far more difficult if not impossible. From raiding gang controlled hab blocks and interrogating the captured, to holding riot lines and breaking attempts to grasp more control from the proper authorities, the man was uncompromising in the face of such violence and sometimes wanton cruelty. With these traits he was called upon by the Inquisition to aid as an Acolyte, [u][b]Stats:[/b][/u] [b]Experience:[/b] 0/100 [b]Level/Rank:[/b] 1 [b]Wounds:[/b] 12 [b]Armour:[/b] 9 [b]Corruption Points: Insanity Points:[/b] [u][b] Characteristics:[/b][/u] Weapon Skill: 31 Ballistic Skill: 29 Strength: 30 Toughness: 31 Agility: 36 Intelligence: 34 Perception: 43 Willpower: 22 Fellowship: 30 Influence: 33 [b]Divination:[/b] "Know the mutant; Kill the mutant." Increase Perception by +2. [b]Class Bonus:[/b] The Face of the Law: An Arbitrator can re-roll any Intimidation or Interrogation check. [b]Homeworld Bonus:[/b] Teeming Masses in Metal Mountains: A hive world character can pass through crowds with ease and gains +20 bonus to Navigate checks below ground and a +10 bonus to Fellowship tests with other hivers. [u][b] Talents:[/b][/u] - Weapon Training (Shock) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) - Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld) - Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence) - Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way) - Linguistics (Low Gothic) [u][b]Equipment:[/b][/u] Shock Maul - 1 handed - Melee - 1d10+3 impact damage - Shocking - Availability: Scarce - Cost: 150 Throne Enforcer Light Carapace - 5 Armour - Agility restricted to 45 - Availability: Rare - Cost: 575 Thrones Coscarla Pass Tokens: (One per Acolyte) These coded devices, each about the size of a small thick coin, will allow them legal clearance for the Coscarla Division and free passage on the transit rail around the midhive area. Hand Vox: (One per Acolyte) These are cheap and battered looking personal communication devices that use a private encrypted channel, and are good for a range of a few kilometers in the hive. Sand will happily explain that thanks to signal interference in the areas of the hive where they are going, vox traffic is almost impossible over any real distance or between levels, except by wire station, but these hand vox will let them keep in touch with each other at least. Low Hiver’s Overcoats: (One per Acolyte) These voluminous and somewhat tattered patchwork leather and canvas highcollared overcoats are common lowhiver garb in Sibellus and will easily fit over anything the Acolytes are wearing. They are also quite tough and will provide 1 extra Armour Point. Chem Lamps: (One per Acolyte) These small portable lamps use a chemical reaction to provide light and operate continuously while their shutters are open. Such lamps will illuminate an area of about a three metre radius around it or provide a six metre directed beam of whitish light. Coded DataSlate: This worn-looking brass cased dataslate carries basic copies of the information found in their briefing, a series of maps and data about the Coscarla and (largely empty) files on the Arbasts, including pictures of them and addresses taken from the Administratum register. The slate also has basic short range audio and visual recording and playback functions. The slate features a five key input code which Sand tells the group, if it is accessed without this, its core memory will be wiped. 3 Stimm Doses: A dose of stimm is enough to energise the weary and mask pain with short-term vitality, often enough to finally bring a protracted combat to a successful conclusion. Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive. Manacles: No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes. 12 Iho Sticks: A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items. Throne Gelt: 135 Money Spent On: Shotgun - 2 handed - 30m range - 1d10+4 impact damage - Spread - Availability: Average - Cost: 60 Throne Respirator/Gas mask - Cost: 50 Throne - A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable. Chrono - Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy. Total Leftover: 0 Throne Gelt