===== 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: 100mPen: 0RoF: S / 3 / 10Damage: 1d10+3 IReload: FullAmmo 30 \\ ■ Implant ■ Las ■ Pistol Range: 30mPen: 0RoF: S / 2 / -Damage: 1d10+2 EReload: -Ammo - **Special:**Never needs reloading, always proficient, \\ Can use //Reaction// to attack. \\ ===== Psychic Powers ===== Psychic Rating: 1 (400 xp to upgrade). ■ Attack Action: HalfSustain: HalfFocus: +20 WillpowerRange: 10xPsyRating Meters**Effect:**Move or Extinguish PR-Meter flame each round. \\ ■ Concentration Action: HalfSustain: HalfFocus: +20 WillpowerRange: 5xPR Meters**Effect:**Move PRx2 kg object PR meters per turn \\ ■ Attack ■ Concentration Action: HalfSustain: NoFocus: +10 WillpowerRange: 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.