Research Station, Adeptus Astra Telepathica, Sage
The only true fear is dying without you duty done: Gain Resistance Fear.
WS |
BS |
S |
T |
Ag |
Int |
Per |
WP |
Fel |
Influence |
25 |
25 |
20 |
35 |
30 |
50'' |
40 |
60'''' |
30 |
42 |
Experience: 18800/20600
Wounds: 10/10
Fortune: 4
- Aptitudes:
- Intelligence, Perception, Willpower
- Knowledge, Defence, Tech, Psyker
Traits:
- Psyker
- Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialisation of his choice. The GM is the final arbiter of whether the two specialisations are related.
- The Constant Threat: When the character or an ally within 10 metres triggers a roll on Psychic Phenomenon, the Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus.
- Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait.
- Psy Rating: 5
- It Will Not Die: This character is touched by the power of the Warp, and fortune twists to keep him alive regardless of the terrible wounds he suffers, as if it is the will of some dark being that resides beyond the veil of reality. He can no longer burn a Fate point to survive lethal injuries. Whenever this character would die, he instead survives by the narrowest margin as if he had burned a Fate point and gains D10+5 Corruption points.
Skills:
Known: Common Lore (Adeptus Astra Telepathica), Deceive, Scholastic Lore (Occult, Heresy, Adeptus Astra Telepathica), Scrutiny, Trade (Cryptographer), Forbidden Lore (Judgement, Askellon, Xenos- Necrontyr), Navigation (Warp)
+10: Awareness, Psyniscience, Interrogation, Scholastic Lore (Judgement), Logic
+20: Forbidden Lore (Heresy, Inquisition, Occult, Psykers, Warp), Security
+30: Tech-Use
Mastery: FL (Daemons)
Talents:
- Resistance [+10]
- Clues from the Crowds
- Re-roll failed tests to gather information from groups.
- Constant Vigilance
- Use Int and roll twice for Initiative
- Coordinated Interrogation
- +10 to Interrogate tests and +5 from any assistants who have this talent.
- Jaded
- Adamantium Faith
- Subtract Willpower bonus from degrees of failure on a failed Fear or Pinning test. If this reduces the result to zero or less, counts as having passed the Fear test with 1 DOS
- Bastion of Iron Will
- adds 5 x psy rating to any Opposed test when defending against psychic powers.
- Favoured by the Warp
- Roll twice for Psychic Phenomena, unless Perils of the Warp is rolled
- Warp Lock
- Once per game session, may ignore the Psychic Phenomena rolled. Suffer 1d5 Energy damage to the head. May not use psychic powers until beginning of next turn.
- Strong Minded
- Re-roll failed Willpower tests to resist any psychic powers that affect the mind.
- Hatred [Apostates]
- Daemonologist
- When targeting a daemon with a Focus power test gain +10 to that test. May also gain +10 to relevant tests to banish or summon daemons.
Equipment:
- 'Liber Malleus Accersito': A book bound in still-living human flesh found on the corpse of the witch Ruto Berenk, leader of the Silence. The tome speaks of terrible creatures locked behind the veil of reality.
- +10 to Forbidden Lore (Daemonology) tests. Contains terrible secrets within…
- Staff of Czo'sghuth: The remnant of Hayl's first foray into the binding of daemons. This staff was forged for purpose on the 'Northern Regalia' and bound with a plague daemon. It corrodes and corrupts any unfortunate enough to touch it.
- Low Tech; +10 to hit; D10+1+Sb; E
- Plague Bearer: On hit enemies must test Toughness at +0 every turn for seven turns. If they fail they take 2D10 Energy damage. Anyone who makes contact with the afflicted catches the disease for seven turns of their own.
- 'Nothern Regalia' Carapace Armour:
- 5-All, Includes micro-bead and respirator.
- Hand-torch: [Common] 3.5kg Old welding torches on Temperance are sometimes converted into projecting their lance-like beam of fire over longer distances.
- Omni-Shield: A grenade that projects a protective shield using some unknown and archaic Cult Mechanicus technology.
- Thrown; SBx3; S/-/-; Field (30), Overload (01-05), D5+1 rounds
- Psy Focus
- BQ Data Slate
- Multikey
- Pict Recorder
- Firebomb
Minor Disorder: Horrific Nightmares
Psychic Powers
- Psychic Communion
- Action: Full Action
- Focus Power: Ordinary (+10) Willpower test
- Range: 10 metres x psy rating
- Sustained: Free Action
- Subtype: Concentration
- Effect: The psyker selects a number of allies up to psy rating within range. While the power persists, the psyker and his affected allies add +2 to their Initiative. This can change an already established Initiative order.
- Word of the Emperor
- Action: Half Action
- Focus Power: Difficult (–10) Willpower test
- Range: 10 metres x psy rating
- Sustained: Half Action
- Subtype: Concentration
- Effect: Whilst the power remains in effect, whenever a character within range takes an Attack action targeting the psyker, the attacker must pass a Challenging (+0) Willpower test or suffer a –5 penalty to his attack roll for each degree of failure.
- Exorcism
- Action: Full Action
- Focus Power: Difficult (–10) Opposed Willpower test
- Range: 5 metres x psy rating
- Sustained: Half Action
- Subtype: Attack, Concentration
- Effect: The psyker selects a single target character with the Daemonic trait, which opposes the power with a Willpower test. If the psyker wins the opposed test, the character suffers Willpower damage equal to the user’s psy rating for each degree of success on the psyker’s test.
- Purge Soul
- Action: Half Action
- Focus Power: Difficult (–10) Opposed
- Willpower test
- Range: 10 metres x psy rating
- Sustained: No
- Subtype: Attack, Concentration
- Effect: The psyker chooses a target within range and line of sight, who opposes the power with a Willpower test. If the psyker wins the Opposed test, the target suffers 1 point of Energy damage per degree of success on the test, plus an amount equal to the target’s Corruption bonus, ignoring armour and Toughness bonus.
- Banishment
- Action: Full Action
- Focus Power: Hard (–20) Willpower test
- Range: 10 metres x psy rating
- Sustained: No
- Subtype: Attack, Concentration
- Effect: The psyker selects a target in range and line of sight, which must possess the Warp Instability trait. The targeted Daemon must immediately make a Willpower test, with a –5 penalty for each degree of success on the Focus Power test. The target suffers 1 point of Energy damage per degree of failure on the test, ignoring Toughness bonus and armour. If this would deal damage equal to or in excess of the target’s remaining wounds, it is immediately cast back into the Warp.
- Cleansing Flame
- Action: Half Action
- Focus Power: Challenging (+0) Willpower test
- Range: 5 metres x psy rating
- Sustained: No
- Subtype: Attack, Concentration
- 1D10+PR+WPB (E), Flame, Sanctified, Spray
- Sanctuary
- Action: Full Action
- Focus Power: Challenging (+0) Willpower test
- Range: Self
- Sustained: Half Action
- Subtype: Concentration
- Effect: The psyker selects a number of allies up to psy rating (which may include the psyker) within 10 metres x psy rating. For the duration of the power, each affected character benefits from a force field with a protection rating of 5 x PR and no overload chance. In addition, Daemons must pass a Challenging (+0) Willpower test in order to move toward an affected character.
- Summoning
- Cursed Earth
- Dark Flame
- Incursion
- Possession
- Manipulate Flame
- Spontaneous Combustion
- Action: Half Action
- Focus Power: Ordinary (+10) Willpower test
- Range: 20 metres x psy rating
- Sustained: No
- Subtype: Attack
- 1D10+2+2xPR (E), Flame
- Flame Breath
- Action: Half Action
- Focus Power: Challenging (+0) Willpower test
- Range: 20 metres x psy rating
- Sustained: No
- Subtype: Attack
- 1D10+2+2xPR (E); Psychic Barrage
- Molten Beam
- Action: Half Action
- Focus Power: Challenging (+0) Willpower test
- Range: 5 metres x psy rating
- Sustained: No
- Subtype: Attack
- 1D10+5+3xPR (E), Pen 2xPR, Melta
- Inferno
- Action: Half Action
- Focus Power: Difficult (–10) Willpower test
- Range: 10 metres x psy rating
- Sustained: No
- Subtype: Attack, Concentration
- 2D10+3xPR (E), Blast (PR), Flame
- Warp Perception
- Foreboding
- Action: Reaction
- Focus Power: Difficult (–10) Perception test
- Range: Self
- Sustained: No
- Subtype: Concentration
- Effect: In any situation where the psyker would be called upon to make an Evasion test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion test with the number of degrees of success he scored on the Focus Power test.
The Ursarax Host
Khornate Daemon Engine
WS |
BS |
S |
T |
Ag |
Int |
Per |
WP |
Fel |
Influence |
56 |
53 |
42 [6] |
31 [7] |
37 |
43 |
36 |
34 |
23 |
55 |
Wounds: 34
Resist: 15 (Machine [4], Toughness [7], Daemonic Toughness [4])
Weapons:
- Deadly Natural Weapons
- Volkite Gaze
- 5m; S/-/-; D10+8; E; Pen 4; Flame, Warp
Traits:
- Bloodthirsty: The Daemonhost’s natural weapons gain +2 penetration and the Tearing quality. In addition, any attack roll that scores 3 or more degrees of success causes the target to gain the Blood Loss condition. A Daemonhost of Khorne can enter a Frenzy per the Frenzy talent as a Free Action*.
- Charred Form: The Daemonhost’s body is charred and smoulders from within. It is immune to Energy damage that does not come from psychic or Holy sources.
- Baneful Presence [1]
- Brutal Charge [3]: +3 Damage when charging
- Daemonic (4)
- Dark Sight
- Deadly Natural Weapons
- Fear [2]
- From Beyond
- Hoverer (2)
- Size [5]: Hulking, +10 to hit.
- Stuff of Nightmares
- Strength [2]
- Machine [4]
- Regenerate [5]
Skills:
+10: Athletics, Dodge, Intimidate
Talents:
- Combat Master: No bonuses to enemies Ganging Up
- Deathdealer (Melee): Add Per to Critical Damage
- Devastating Assault: Once per turn, after resolving a successful All Out Attack, may make a second All Out Attack against the same target as a Free Action, with the same bonuses and penalties.
- Crushing Blow: Adds half Weapon Skill bonus (rounding up) to damage he inflicts with melee attacks.
- Frenzy: Free Action* to enter frenzy:
- +10 bonus to Weapon Skill, Strength, Toughness, and Willpower
- –20 penalty to Ballistic Skill, Intelligence, and Fellowship.
- Immune to Fear, Pinning, Stunning, effects of Fatigue; he cannot Parry, retreat, or flee.
- While Frenzied, the character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible.
- He will not take obviously suicidal actions but he will take any actions that offer a reasonable opportunity to engage in melee with the nearest enemy.
- He remains Frenzied for the duration of the combat, and cannot use psychic powers while Frenzied. After combat ends, or if there are no more eligible enemy targets for the character to attack, he can make a Willpower test to snap out of his Frenzy. If he fails, he must continue to attack, favouring NPCs over PCs. Each successive round, however, he can make another Willpower test, with a cumulative +10 bonus to return to a stable state of mind and come out of Frenzy. After Frenzying, he cannot Frenzy again for at least an hour, as he recovers his mental and physical strength.
- Swift Attack: Can make the swift attack action
- Two-Weapon Master: No negatives for Two-Weapon Fighting
Officially joining the Inquisition Hayl was soon welcomed into Inquisitor Fallon's inner circle. Inquisitor Fallon was a devout man and his acolyte cells were filled with priests and ex-Fraternis Militia guardsmen. Fallon was a daemon hunter by trade and worked with Hayl to find and exorcise dozens of daemons across Askellon. Under his tutelage Hayl learned the holy art of Sanctic powers, the abilities that allow a psyker to track and destroy daemons. After his Interrogator Sabella was promoted to Inquisitor and the pair had a falling out Fallon fell more and more into paranoia. Finally he retreated to his secret space station in the system designated XKG-530. Here Hayl engaged in research, plying Fallon's forbidden tomes and learning much about the nature of the warp and the creatures that dwell within. The Inquisitor was sure someone was trying to kill him and so sent away his inner circle.
After Inquisitor Fallon's death Hayl was reassigned to Inquisitor Sabela's warband. Sabela felt uncomfortable with this as Hayl was one of her peers under Fallon and so Hayl was assigned to the Librarium of the Fury Untold. He continued his research there while assisting acolyte cells in ritual sanctification.