+++++WORK IN PROGRESS+++++Egill Skallagrimmson
Tier: 2
Species: Human of the Imperium
Archetype: Sanctioned Psyker
Rank:
Faction: Adeptus Astra Telepathica
Keywords: Imperium, Inquisition, Adeptus Telepathica, Psyker
Wrath:
Objective
- Conviction (Will): 4
- Resolve (Will-1): 3
- Size
- Speed:
6 5 [-1 Bulk]
Defence (I-1): 3
Resilience = Base (T+1) [5] + Armour [4]: 9
Wounds (T + 2 x Tier): 12/12
Shock (Will + Tier): 6/6
- Determination (Will): 4
AttributesStrength: -----> 4
Toughness: ---> 4
Agility: --------> 3
Initiative: -----> 4
Willpower: ----> 4
Intelligence: --> 3
Fellowship: ---> 2
Basic Skills (Skill + Stat)
Athletics (S): 3 + 4 ---------> 7
Awareness (Int): 1 + 3 -----> 4
Ballistic Skill (A): 1 + 3 -----> 4
Cunning (Fel): 0 + 2 --------> 2
Deception (Fel): 0 + 2 ------> 2
Insight (Fel): 0 + 2 ---------> 2
Intimidation (WP): 1 + 4 ---> 5
Investigation (Int): 1 + 3 --> 4
Leadership (Will): 0 + 4 ----> 4
Persuasion (Fel): 0 + 2 ----> 2
Psychic Mastery (WP): 4 + 4 --> 8
Stealth (A): 0 + 3 -----------> 3
Weapon Skill (I): 4 + 4 -----> 8
Advanced Skills (Skill + Stat)
Medicae (Int)Pilot (A) Scholar (Int): 1 + 3 ------------> 4
Survival (WP): 2 + 4 -----------> 6
Tech (Int) Talents- Fearless [Through fanaticism to the God Emperor you can completely control your fear. You automatically pass any Fear Test. You are immune to Interaction Attacks made using Intimidation (Wil).
Psychic PowersPsyniscience - DN: 3
- Activation: Free Action
- Duration: Instant
- Range: 50 m
- Multi-target: No
- Effect: You can sense the presence of the Warp pressing in against the material world. Existing or imminent distortions of the barrier between Materium and Immaterium in your immediate presence may betray themselves in the flicker of shadows, a brief chill on the flesh, or in a thousand other ways. You can attempt to detect the presence of Warp phenomena within range and line of sight, including sustained psychic powers, psychic powers being activated, and similar effects as decided by the GM. This won’t show the source of any such phenomenon, only that it is present within the restrictions, nor does it detect any Psykers. It does, however, provide enough information to activate Deny the Witch.
If you attempt to activate this power and fail, the mysteries of the Warp assail your mind. You are automatically under the effects of Fear. As it is not considered a psychic power, Psyniscience can’t trigger the Perils of the Warp.
Deny The Witch- Activation: Action*
- Duration: Instant
- Range: 50 m
- Multi-target: No
- Effect: You can unravel another psyker’s attempt to manipulate the Warp. All characters with the PSYKER keyword can attempt to prevent the activation of a psychic power within range, or nullify an already active Sustained or timed duration psychic power. Your character must be aware of the power being used in order to Deny the Witch.
The DN for Deny the Witch is 2 + the DN of the psychic power you are trying to deny. If the power you are trying to deny has increased potency from shifting an Exalted Icon, the DN is increased by +1 for each
Exalted Icon shifted. If Deny the Witch succeeds, the power fails to activate or immediately stops working.
*Unlike other Actions, this can be used to deny a power occurring before your Turn, but this uses your Combat Action for the Round. If you have used your Action for the Round then you can’t Deny the Witch.
Smite- DN: Target’s Defence
- Activation: Action
- Duration: Instant
- Range: 35 m
- Multi-target: Yes
- Effect: You concentrate destructive power through the lens of your will, summoning lethal bolts of raw psychic energy that blast your enemies into ash. Target one enemy within range and make a Psychic Master (Wil) Test against their Defence. If successful, the target suffers 1d3 Mortal Wounds.
Potency: u [3] +1 Mortal Wound.
Dull Pain- DN: 4
- Activation: Simple Action
- Duration: 1 Round
- Range: 5 m
- Multi-target: Yes
- Effect: You use your force of will to desensitise others (or yourself) to pain. While this power remains in effect, the target reduces all Shock they suffer by 1.
Potency:
u [1] Shock reduced by a further 1.
u [3] Target reduces all Wounds they suffer by 1.
EquipmentCarapace Armour: AR [4] Bulk [1]
Laspistol: Dmg 7, ED 1, AP 0, Range 6/12/18, Salvo 1, Traits: Pistol, Reliable
Force Sword: Dmg 11 [5+S], ED 4, AP -3, Traits: Force [1/2 will + dmg], Parry [+1 defence]
Psychic Focus: +1 bonus die to Psychic Mastery tests
Respirator: A Respirator canister lasts for 2 hours of continuous breathing. Whilst breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres.
XP Spent = 200XP Unspent = 0- XP Expenditure:
Attributes
Strength (20xp): 4
Toughness (20xp): 4
Agility (10xp): 3
Initiative (20xp): 4
Willpower (20xp): 4
Intelligence (10xp):3
Fellowship (4xp): 2
Skills
Athletics (12xp): 3
Awareness (2xp): 1
Ballistic Skill (2xp): 1
Intimidation (2xp): 1
Investigation (2xp): 1
Psychic Mastery (20xp): 4
Scholar (2xp): 1
Survival (6xp): 2
Weapon Skill (20xp): 4
Talents
- Fearless (30xp)
Psychic Powers
- Psyniscience (free)
- Deny The Witch (free)
- Smite (free)
- Dull Pain (free)