===== Vitals =====
**Player Name:** \\
**Character Name:** \\
**Home World:** \\
**Background:** \\
**Role:** \\
**Elite Advances:** \\
**Divination:** \\
(53) \\
**Allies:** \\
\\
Praetus \\
Voidborn \\
Adeptus Mechanicus \\
Assassin \\
Psyker \\
A suspicious mind \\
is a healthy mind \\
\\
**Gender:** \\
**Age:** \\
**Build:** \\
**Complexion:** \\
**Hair:** \\
**Quirks:** \\
**Superstitioins:** \\
**Mementos:** \\
**Enemies:** \\
Male \\
35ish \\
Slender + machinebulk \\
Pale under machinery \\
Bald / Black \\
\\
\\
\\
\\
===== Destiny =====
**Fate Points:** \\
**Fate Treshold:** \\
\\
**Insanity:** \\
\\
**Corruption:** \\
\\
**Psy-Rating:**
4 \\
5+ \\
\\
0 points \\
\\
9 points \\
\\
1
===== Characteristics & Skills =====
| **2**5 | Weapon Skill (WS) \\ □ □ □ □ □ |(-20) Parry |
| **4**0 | Ballistic Skill (BS) \\ □ □ □ □ □ | |
| **2**0 | Strength (S) \\ □ □ □ □ □ |(-20) Athletics \\ (-20) Intimidate |
| **4**0 | Toughness (T) \\ □ □ □ □ □ | |
| **3**0 | Agility (Ag) \\ □ □ □ □ □ |(-20) Acrobatics \\ (-20) Dodge \\ (-20) Operate:(Aeronautica) \\ (+ 0) Operate:(Surface) \\ (-20) Operateo:(Voidship) \\ (-20) Sleight of Hand \\ (-20) Stealth |
| **5**0 | Intelligence (Int) \\ ■ ■ □ □ □ |(+ 0) Commerce \\ (+ 0) Common Lore:(Mechanicus) \\ (-20) Forbidden Lore.() \\ (-20) Linguistics \\ (+ 0) Logic \\ (-20) Medicae \\ (-20) Navigate:(Surface) \\ (-20) Navigate:(Stellar) \\ (-20) Navigate:(Warp) \\ (-20) Scholastic Lore:() \\ (+ 0) Security \\ (+ 0) Tech-Use \\ (+ 0) Trade:(Armorer)|
| **3**2 | Perception (Per) \\ □ □ □ □ □ |(+ 0) Awareness \\ (-20) Psyniscience \\ (-20) Scrutiny \\ (-20) Survival |
| **4**5 | Willpower (WP) \\ ■ □ □ □ □ |(-20) Interrogation |
| **2**5 | Fellowship (Fel) \\ □ □ □ □ □ |(-20) Charm \\ (-20) Command \\ (-20) Deceive \\ (+ 0) Inquiry |
| **2**5 | Influence (Ifl) \\ | |
|**Aptitudes:**Agility, Ballistic Skill, Fieldcraft, Finesse, \\ General, Intelligence, Knowledge, Perception, Psyker. |||
===== Cybernetics =====
Cranial Circuitry \\
Cyber-Mantle \\
Electro-Graft \\
Electoo Inductors \\
Potentia Coil \\
Optical Mechadendrite \\
Ballistic Mechadendrite \\
Subskin Armor \\
===== Paraphenalia =====
2 vials of "Sacred Oils"
===== XP Log =====
| +1000 |__Start XP__ |
| | |
| -300 |Psyker Elite Advance |
| -100 |PP: Manipulate Flame |
| -100 |PP: Telekinetic Control |
| -100 |Skill: Trade:(Armorer) |
| -300 |Talent: Armour-Monger |
| 100 |Post Chargen XP |
| | |
| +200 |__Session 1 XP Reward__ |
| -200 |Talent: Mechadendrite use: \\ Ballistic Mechadendrite |
| +200 |__Session 2 XP Reward__ |
| -100 |Intelligence Increase +5 |
| -100 |Skill training: Awareness +0 |
| +400 |__Session 3&4 XP Reward__ |
| -250 |Intelligence Increase +5 |
| -200 |Power: Assail |
| +200 |__Session 5 XP Reward__ |
| -250 |Willpower Increase +5 |
| +200 |__Session 6 XP Reward__ |
| -100 |Skill training: Commerce +0 |
| **100** |**Current remaining XP** |
==== Cost to Acquire ====
|T3 1200|Tuff40|True Grit|
|Defence & Psyker \\ T2: 900 xp|Will30 \\ Resistance (Psychic Powers)|Strong Minded|
|Willpower & Psyker \\ T2: 500 xp| |Willpower +5|
|Willpower & Psyker \\ T2: 450 xp|Will50 \\ Strong Minded \\ Psy Rating|Warp Conduit|
|Defence & Psyker \\ T2: 900 xp|Will30 \\ Resistance (Psychic Powers)|Strong Minded|
|Willpower & Psyker \\ T2: 500 xp| |Willpower +5|
|Willpower & Psyker \\ T3: 600 xp|Will50 \\ Strong Minded \\ Psy Rating|Warp Lock|
|Willpower & Defense \\ T1: 600 xp|Will 40|Jaded|
|Toughness & Defense \\ T1: 600 xp| |Resistance (Fear)|
|Willpower & Psyker \\ T1: 250 xp| |Willpower +5|
|Willpower & Defense \\ T3: 1200 xp|Will 45 \\ Jaded \\ resistance (Fear)|Adamantium Faith|
\\
===== Wounds & Armor =====
| **Wounds:** 10 |
| \\ \\ **Arm-R:** \\ 7 \\ (11-20) \\ \\ **Leg-R:** \\ 7 \\ (71-85)**Head:** \\ 7 \\ (01-10) \\ \\ **Body:** \\ 9 \\ (31-70) \\ \\ \\ \\ **Arm-L:** \\ 7 \\ (21-30) \\ \\ **Leg-L:** \\ 7 \\ (86-00) |
|**Armor:** \\ Imperial Robes \\ Subskin Armor **Location:** \\ A/B/L \\ A/B/L **AP:** \\ 1 \\ 2 **MaxAG:** \\ ∞ \\ ∞ **Weight:** \\ 4kg \\ - |
===== Weapons & Attacks =====
■ Solid Projectile ■ Basic
Range:
100m
Pen:
0
RoF:
S / 3 / 10
Damage:
1d10+3 I
Reload:
Full
Ammo
30
\\
■ Implant ■ Las ■ Pistol
Range:
30m
Pen:
0
RoF:
S / 2 / -
Damage:
1d10+2 E
Reload:
-
Ammo
-
**Special:**Never needs reloading, always proficient, \\ Can use //Reaction// to attack.
\\
===== Psychic Powers =====
Psychic Rating: 1 (400 xp to upgrade).
■ Attack
Action:
Half
Sustain:
Half
Focus:
+20 Willpower
Range:
10xPsyRating Meters
**Effect:**Move or Extinguish PR-Meter flame each round. \\
■ Concentration
Action:
Half
Sustain:
Half
Focus:
+20 Willpower
Range:
5xPR Meters
**Effect:**Move PRx2 kg object PR meters per turn \\
■ Attack ■ Concentration
Action:
Half
Sustain:
No
Focus:
+10 Willpower
Range:
20xPR Meters
**Effect:**1d10+PR I damage (pen2), \\ if 3 or more successes: \\ knock back 1d5 meters and proned \\
===== Talents & Traits =====
Gain //Strong Minded// Talent, & \\ +30 to tests for moving in zero-g
Gain //Cranial Circuitry, \\ Cyber-Mantle, \\ Electro-Graft, \\ Electoo Inductors, & \\ Potentia Coil// implants.
Cybernetics two levels less rare.
Spend //Fate Point// to deal damage \\ equal to degrees of successes on \\ first attack that hits.
Gain //Psy Rating//, //Psyniscience//, and //Psychic// Powers.
Can use //Utility Mechadendrites//.
Do not gain -20 on //Ballistic Skill// tests \\ with //Solid Projectile// weapons.
Reroll failed WP test to resist \\ mind-affecting psychic powers.
Immune to common horrors like \\ death & xeno-abominations.
Spend 1hr each day to gain \\ IntBonus armor points to distribute.