Human Apostate Sorcerer

Human, Apostate
WS BS S T Agi Int Per WP Fel
27 33 31 33 40 51 40 60 40

5, 11, 6, 8, 12, 18, 15, 20, 10

Pride: Craftsmanship (+1 Inf, +3 Agi, +3 Int, -3 BS and WS)
Disgrace: Destruction (+2 Inf, -4 Fel)
Motivation: Ascendancy (-2 Wounds, +5 WP)

Corruption: 24 [Tzeentch Aligned]
Wounds: 10
Infamy: 40

Basic: Linguistics (All)
Trained: Awareness, Charm, Command, Commerce, Common Lore (Screaming Vortex, Koronus Expanse), Forbidden Lore (Warp, Psykers, Daemonology, Navigators, Mutants, Heresy), Linguistics (Low Gothic), Logic, Navigate (Warp), Psyniscience, Scholastic Lore (Astromancy, Occult, Legend), Scrutiny, Trade (Astrographer).
+10: Deceive, Inquiry

Air of Authority: Effect 10x FelB of targets with Interaction skills, Minions get +10 loyalty
Hatred: Imperial Navy
Peer: Fallen Navigator Houses
Total Recall: Remember Everything
Unshakeable Will: Re-roll WP tests against Fear
Radiant Presence: +10 to everyone within 20m to resist Intimidate and Fear
Polyglot: All Linguistics at Basic
Lesser Minion of Chaos: Thrall Wizard
Weapon Training: Las, Primary
Warp Sense: Psyniscience is a free action, Can passively detect psychic effects and entities without the need to seek them out, roll Psyniscience as psychic 'awareness'.

The Quick and the Dead: +2 Initiative.
Chaos Psyker: 'Psyker' Trait, Psy Rating 4, Unbound.
Magus Supremus: Rolls on the Psychic Phenomena table do not affect the Magister Immaterial, although those around him may still be affected, unless the roll causes Perils of the Warp. The Magister Immaterial may also spend an Infamy point to either reroll the result on the Psychic Phenomena Table, accepting the new result as final, or decide who (allies, NPCs, and/or enemies) are affected by the result. The Magister Immaterial must be able to see an individual to affect them in this manner.
Mutations: Third eye (on forehead, hidden under a wrap as a 'Navigators Eye').


  • GQ Laspistol
    • Pistol; 30m; S/2/-; D10+2; E; Clip [30]; Reload [Half]; Can't Jam
    • Variable Setting: +1 Dam [2 Shots], +2 Dam +2 Pen [4 Shots, no longer reliable].
    • 2x Empty Clips.
  • BQ Sword
    • Melee; +10 to hit; D10+1+Sb; R; Balanced.
  • Ice Sword
    • Melee; +10 to hit; D10+3+Sb; R; Balanced, Powerfield
  • Heavy Carapace
    • A/B/L/H
    • 6 AP, Environmentally Sealed
  • Mesh Combat Cloak
    • A/B/L
    • AP:4
  • Chaos Symbol Pendant
    • Hidden underneath his robes
  • Microbead
    • 1km Range
  • Unholy Tomes
    • Mutation Ritual
    • Divination Ritual
  • Talisman of Tzeentch
    • Any psyker, friend or foe, that wishes to use a psychic power when within 50 metres of a character possessing a Talisman of Tzeentch must first pass a Challenging (+0) Willpower Test or reduce their Psy Rating by 1 for every Degree of Failure, lasting that same number of turns.
    • This Test is taken every time they wish to use a power.
    • A Talisman of Tzeentch has no effect on psykers dedicated to Tzeentch, and will only function when the owning character is dedicated to Tzeentch.
  • BQ Psy Focus
    • In the shape of Navigator's eye pendant
    • +20 to Focus Power Tests
  • Lightning Robes
    • A/B/L; 3AP; Enemy Agi test or take 1d10E
  • 3x Hand Cannon, 3x Combat Shotguns, 1x Arbites Carapace, 3x Manacles

Psychic Powers:
Psy Rating: 4

  • Fettered: Make a Focus Power Test, counting Psy Rating as half normal. No chance to manifest Psychic Phenomena.
  • Unfettered: If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table (see page 160), adding +10 to the total.
  • Push: May add up to +5 to Psy Rating. Make a check against the Psychic Phenomena Table at +5 per +1 rating desired, up to a maximum of +5/+25.
  • Sustaining Powers: +10 to all rolls on the Psychic Phenomena Table, decrease Psy Rating by 1 per power.
  • Blasphemous Incantation: Increases the Focus Power Test by a Half Action. Cannot be used on tests that only require a Reaction. Gives +1 bonus to Psy Rating, after determining Psychic Strength. Applied after Power choice (fettered/unfettered/push). Add +20 to any roll on the Psychic Phenomena table. Any result of 91 or higher on the Focus Power Test is an automatic failure that results in Perils of the Warp.


  • Half Action; Range 20m x Psy Rating; +0 Focus Power Test.
  • Barrage [Hits = 1+1 per 2DoS, Caps at Psy Rating]. D10+Psy Rating; E; Pen 8.

Labrynthine Conundrum:

  • Half Action; Range 20m x Psy Rating; -20 Willpower test.
  • At the start of each of the target’s turns, he must succeed on a Challenging (+0) Intelligence Test (or a Challenging (+0) Logic Test if he is trained in that Skill) or suffer 1d10 temporary Intelligence Damage and be stunned until the start of his next turn.
  • The Focus Power Test made to initiate this power imposes a penalty on these Intelligence and Logic Tests equal to –5 times the Degrees of Success he achieves. The effects of the power end when either the target succeeds on his Intelligence (or Logic) Test or is reduced to a zero Intelligence.
  • When used with the Blasphemous Incantation Path to Power, Labyrinthine Conundrum deals 2d10 temporary Intelligence Damage instead of 1d10



Wesley II

Thrall Wizard, Lesser Minion of Chaos. Loyal manservant and lesser psychic being.
WS BS S T Agi Int Per WP Fel
15 10 20 20 20 30 10 25 10

Wounds: 3

  • Forbidden Lore (Daemonology, Heresy, The Warp), Linguistics (Chaos Marks, Low Gothic)
  • Talents: Soul-Tap (see below).
  • Traits: Psyker.
  • Weapons: Binding Rod (1d5+2 I; Pen 0; Primitive (6)).
  • Equipment:
    • Armoured Arbites Carapace, 6 All, Environmentally Sealed
    • Microbead
  • Soul Tap: As a Free Action before making a Focus Power Test, the Heretic that commands the Thrall Wizard may choose to leech power from his hapless minion by making a Challenging (+0) Willpower Test. If the Test is failed, the Heretic gains no benefits; if successful, the Heretic drains the Thrall Wizard’s psychic essence completely and may Push his next Psychic Power without suffering the normal effects of Pushing such as possible Fatigue or Psychic Phenomena. Regardless of the outcome of the Test, the Thrall Wizard must pass a Challenging (+0) Toughness Test or be utterly slain; treat him as a minion that has been killed.
  • Binding Rod: Whenever the Heretic that commands the Thrall Wizard suffers from a result on either the Warp Phenomena or Perils of the Warp Table, he may choose to have the result affect the Thrall Wizard instead. The Thrall Wizard suffers the rolled result, and then dies horribly. Treat the Thrall Wizard as a minion that has been killed.
  • Loyalty: 50

attendant to navigator on a navy ship
coveted the navigator for their power
first mutation whilst aboard ship (navigator quarters exposed to higher amount of warp than rest of ship)
mutation convinced him that he was destined to become neo-navigator
ran away from ship at port wander, signed on to ship with a fallen house (who didnt care about his mutation)
realised eye mutation had also awoken psyker within him, wasn't see the warp was seeing with psyniscience
met wesley who taught him about the chaos god, the navigator 'eye' god (actually tzeentch)
wesley taught him mutation modifier ritual
conducted ritual on wesley (making him a shit psyker and binding him to cytogenisis)
conducted ritual on fallen navigator, getting rid of shit mutations and becoming loved by the house (seen as a way away from their descent into uncontrolled mutation)
normal navigator houses eventually learn of this (and him)
lean on imperial navy to catch his ship
before this happens his ship is raided by Arbites
recognised as to who he is and ordered transported back to calixis sector
atrium summi eventually crashes

Experience: 4000/4000 Tzeentch [11], Unaligned [3]
Chaos Psyker (Trait) [T]
Magus Supremus (Trait) [T]
Psyniscience [T]
Scrutiny [T]
Forbidden Lore (Navigators) [T]
Forbidden Lore (Mutants) [T]
Navigate (Warp) [U]
Warp Sense [T]
Willpower [T]
Willpower [T]
Intelligence [U]
Doombolt [U]
Labrynthe Conundrum [T]
Forbidden Lore (Heresy) [T]

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