Arctorious Sol

With Fire and Brimstone

Description:
Rank Templar Tertius(4) Human Imperial Psyker
Arctorious Sol
2700
2700
Experience Spent/Total
35
Weapon Skill
36
Ballistic Skill
+3
33
Strength
+2
27
Toughness
+3
33
Agility
+3
34
Intelligence
+4
41
Perception
+4
49
Willpower
+2
26
Fellowship
HEALTH
Total
14
Current
14
Insanity
1
Corruption
0
+5
Initiative
+3 Agility
+2 Paranoia
6
Movement
Half Move: 3
Charge: 9
Run:18
3
Fate
BASIC SKILLS
+B
Awareness
+B
Barter
+B
Carouse
+B
Charm
+B
Climb
+B
Command
+B
Common Lore (Imperial Creed)
+B
Common Lore (Imperium)
+B
Common Lore (War)
+B
Concealment
+B
Contort
+B
Deceive
+B
Disguise
+B
Dodge
+B
Evaluate
+B
Gamble
+B
Inquiry
+B
Intimidate
+B
Invocation
+B
Literacy
+B
Logic
+B
Psyniscience
+B
Scrutiny
+B
Search
+B
Silent Move
+B
Speak Language (High Gothic)
+B
Speak Language (Low Gothic)
+B
Speak Language (Secret: Templar Calix)
+B
Swim
+B
Trade (Merchant)
ADVANCED SKILLS
HOMEWORLD FEATURES
Blessed Ignorance
-5 to Forbidden Lore tests
Hagiography
Imperials treat Common Lore's(Imperial Creed, Imperium, and War) as basic skills.
Liturgical Familiarity
Imperials treat Literacy (Int), and Speak Language (High Gothic) as basic skills.
Superior Origins
+3 Willpower
CAREER FEATURES
Melee Weapon Training (Primitive)
Proficiency in Primitive Melee Weapons.
Pistol Weapon Training (SP)
Proficiency in Solid Projectile Pistols.
Psy Rating 1
Psykers Ability Rating.
Career Bonus Skills
Speaking Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Merchant) (Fel), Literacy (int).
BACKGROUNDS
Living Nightmare
Resistence: (Psychic powers) Talent granted, gain Unreadable Mind Trait, in addition to 1d5 insanity points. (Result: +1)
TALENTS
Sanctionite (Rank I)
Rank 1: Willpower Simple (100)
+5 to Willpower.
Rank 1: Perception Simple (100)
+5 to Perception.
Rank 1: Background
Living Nightmare. (300)
Rank 1: Intelligence Simple (100)
+5 to Intelligence.
Neonate (Rank 2)
Rank 2: Psy Rating 2 (200)
Psykers Ability Rating.
Rank 2: Paranoia (100)
You are always on the look out and aware the galaxy is secretly out to get you. +2 to initiative and the GM may secretly make checks versus your perception to see if you notice hidden threats. Others, however, may find this mindset unnerving.
Rank 2: Sound Constitution (200)
+1 Wound.
Aspirant (Rank 3)
Rank 3: Minor Psychic Power x4 (400)
Psyker gains 4 additional minor psychic powers.
Rank 3: Perception Intermediate (250)
+5 to Perception.
Rank 3: Willpower Intermediate (250)
+5 to Willpower.
Templar Tertius (Rank 4)
Rank 4: Psychic Power x2 (400)
Psyker gains an additional power.
Rank 4: Psy Rating 3 (200)
Psykers ability rating.
Rank 4: Weapon Skill Simple (100)
+5 to weapon skill.
Templar Secundus (Rank 5)
Templar Primus (Rank 6)
Templar Ordinator (Rank 7)
Master Templar Calix (Rank 8)
Primaris Psyker (Rank 9)
Primaris Psyker (Rank 10)
Primaris Psyker (Rank 11)
Primaris Psyker (Rank 12)
Primaris Psyker (Rank 13)
Primaris Psyker (Rank 14)
Primaris Psyker (Rank 15)
Primaris Psyker (Rank 16)
MINOR PSYCHIC POWERS
Call Item
You summon a specially prepared item to instantly appear in your hand. To prepare an object you must spend one hour in deep meditation, infusing the object with your psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. You may only have a single prepared item at a time.
Healing
You Channel your power into a single target to knit flesh and mend bones. You may only use this power on a willing target, including yourself. The target of this power recovers 1d5 points of damage (removing critical first).
Repeated uses of this power can be dangerous, however, not to mention painful, and the persons flesh rebels against the intrusion of warp energy. If a person (including the Psyker) is the subject of this power more than once in a 6 hour period, they must Test Toughness or take 1d5 points of Damage rather than being healed.
Spectral Hands
You create an invisible force that you may use to manipulate any object in 30 metres. The force has a Strength equal to your Willpower. This power lasts until the end of your next turn. Cannot perform precision actions or affect living creatures.
Staunch Bleeding
You stop blood loss in yourself or another creature.
PSYCHIC DISCIPLINE POWERS
Pyromancy
Pyromancy: Fire Bolt
TH: 11
Focus Time: Half action
Creates bolts of fire that can be directed at an enemy. Delas 1d10+5 energy damage, and creates one additional bolt per every 5 above threshold. These can be directed at the same target or another. Must make a willpower test to strike the target.
Pyromancy: Fire Storm
TH: 16
Focus Time: Full action
Fire Storm instantly creates an intense conflagration about your target as the air itself ignites. 6 metre radius from point targeted. Deals 1d10+5 energy damage and an additional 1d10 for every 5 points you beat the threshold.
ATTACKS
1d4 + 0
+0 vs AC
Melee Basic
EQUIPMENT
Mesh Armor
Mesh Cowl:
Area Head
AP: 3
Weight: 0.5kg
Xeno Mesh:
Area: Body, Arms, legs
AP: 4
Weight: 2kg
Compact Stub Automatic Pistol
Range: 30
Rate of Fire: S/3/-
Damage: 1d10 +3 I
Pen: 0
Clip: 9
Reload: Full
Weight: 1.5kg
Ammo: 3
Force Sword
Damage: 1d10 +4 R
Pen: 6
Special: Balanced, Special
Weight: 3.5kg
Special Ability: In addition to normal damage, upon damaging an enemy a psyker may imbue the blow with psychic power. Treat this as a power with a threshold of 6. If successful roll opposed willpower checks, for every degree of success add 1d10 damage that bypasses toughness and armor.<brb>Force Weapons are not broken by a Power Swords field.
MONEY
Platinum
0
Gelt
75
Ghalis
0
Copper
0
3
4
4
4
4
4
Bio:

Arctorious Sol

In the service of the Imperium of Man mrwakka