In The Emperor's Service
Titus Aelius Lucius (Unarmoured)
S: 40 (SB: 8)
T: 40 (TB: 8)
Fate Points: 3
Disengage: When taking the Disengage Action in combat, the character may make a Challenging (+0) Acrobatic Test to reduce it to a Half Action.
Jump and Leap: An Acrobatics Test may substitute for an Agility Test when jumping or a Strength Test when leaping.
Ciphers (Chapter Runes): 45%
Common Lore (Adeptus Astartes): 45%
Common Lore (Imperium): 45%
Common Lore (War): 45%
Manufacture Explosives: An Extended Demolition Test allows the character to manufacture explosives from basic components.
Defuse Explosives: Defusing explosives requires an Opposed Test against the Demolitions Skill of whoever set them.
Drive (Ground Vehicles): 42%
War Cry: As part of a Charge Action the character may make a war cry. This is a Free Action targeting the recipient or recipients of the charge. The character makes an Intimidate Test opposed by the target’s WP. If the character is successful, the target suffers -10 to all Parry and Dodge Test against the charging character. Creatures immune to Fear and other psychological conditions are immune to the effects of a war cry.
Navigation (Surface): 45%
Pilot (Spacecraft): 42%
Scholastic Lore (Codex Astartes): 45%
Silent Move: 42%
Speak Language (High Gothic): 45%
Speak Language (Low Gothic): 45%
Tactics (Recon & Steath): 45%
Ambidextrous: The character does not suffer the -20 penalty for actions using his off hand.
Assassin Strike: After making a melee attack, a successful Acrobatics Test allows the character to move at half rate as a Free Action. Opponents do not receive free attacks resulting from this move. The character may only make this move once per Round.
Astartes Weapons Training: The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las, solid projectile and thrown and launcher weapons of all Classes.
Bolter Drill: The Tactical Marine gains a +10 bonus to all Ballistic Skill Tests and +2 to Damage when firing a Bolt weapon.
Bulging Biceps: The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and does not suffer the -30 penalty for doing so.
Deathwatch Training: All Deathwatch Space Marines automatically confirm any Righteous Fury results against alien enemies without needing to re-roll the Ballistic Skill or Weapon Skill Test.
Hatred (Orks): When fighting Orks in close combat, the character gains a +10 bonus to all Weapon Skill Test made against them.
Heightened Senses (Hearing, Sight): The character gains a +10 bonus to any tests specifically involving these senses.
Killing Strike: When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to Parry or Dodge.
Nerves of Steel: The character may re-roll failed Willpower Tests to recover from Pinning.
Quick Draw: The character can ready a Pistol, Basic or one-handed Melee weapon as a Free Action.
Resistance (Psychic Powers): The character gains a +10 bonus to Tests to resist the effects of Psychic Powers.
True Grit: Whenever the character suffers Critical Damage, halve the result (rounding up).
Unarmed Master: The character’s unarmed combat attacks do 1D10+ Strength Bonus in Impact Damage, and no longer have the Primitive Quality.
Betcher’s Gland: The Space Marine may spit poisonous acidic saliva at his foes. This acts as a ranged weapon with the following profile: (Range 3m; Damage 1D5; Pen 4; Toxic). If he gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1D5 Rounds.
Black Carapace: Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to his Black Carapace.
Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
Larraman’s Organs: Space Marines do not suffer from Blood Loss, unless it is afflicted by an attack with the Warp Weapon Quality.
Mucranoid: The Space Marine may re-roll failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of deep space.
Multi-Lung: The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation. In addition, he gains a +30 bonus to Toughness Tests to resist the effects of gases and may re-roll failed results. He may also breathe water.
Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (-20) Awareness Test.
Omophagea: By devouring a portion of an enemy, the Space Marine can gain access to certain information once known to that enemy.
Oolitic Kidney: The Space Marines can re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
Preomnor: The Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Progenoids: It requires a Challenging (+0) Willpower Test to leave the progenoids of a fallen Space Marine behind.
Sus-An Membrane: The Space Marine may voluntarily enter a form of suspended animation after 1D5 Rounds of meditation.
Unnatural Strength (x2): The character’s Strength Bonus is multiplied by 2.
Unnatural Toughness (x2): The character’s Toughness Bonus is multiplied by 2.