Kya now has one Cybernetic Eye (her left), and all of her hair has been burned away. Much of her face is scarred with burns.
Name: Kya Mathers
Race: Human
Sex: Female
Archtype: Psyker
Pride: Foresight (+5 Per, -5 Fel)
Disgrace: Betrayal (+5 Corruption, -10 to all charm attempts)
Motivation: Violence (+5 Corruption, -3 Intelligence)
Alignment: Unaligned
Text Color:
#ff0033WS: 40*
BS: 34
S: 32 (+10 in Power Armor)
T: 32
Ag: 35
Int: 42*
Per: 47*
WP: 52*
Fel: 26
Inf: 54
*Denotes purchased upgrade
Wounds (Critical): 13/13
(0) Fatigue: 0
Infamy Points: 5/5
Movement: Half: 3. Full: 6. Charge: 9. Run: 18
+++
Corruption: 19
Gifts of Chaos:
- Steel Hearted (The character counts Fear caused by enemies as one level lower than described in that enemy's profile. If the enemy causes Fear (1), then no effects are suffered at all.)
Skills (known skills in bold):
Acrobatics (Ag)
Athletics (S)
Awareness(Per)
Charm (Fel)
Command (Fel)
Commerce(Int)
Common Lore (Int)
-
War-
Imperial Guard-
TechDeceive(Fel)
Dodge(Ag) +10
Forbidden Lore (Int)
-
Psykers-
Pirates-
Daemonology +10
Inquiry(Fel)
Interrogation (WP)
Intimidate (S)
Linguistics (Int)
-
Low GothicLogic(Int)
Medicae (Int)
Navigate (Int)
Operate (Ag)
Parry (WS)
Psyniscience(Per)
Scholastic Lore (Int)
Scrutiny (Per)
Security(Int)
Sleight of Hand (Ag)
Stealth (Ag)
Survival (Per)
Tech-Use(Int)
Trade (Int)
-
Archaeologist-
VoidfarerTalents:
- Cold Hearted (Seduction attempts against her automatically fail, and she gains +20 to her Willpower when making Opposed Tests against an opponent using the Charm Skill. Taking this talen gives the character one Corruption Point)
- Combat Sense (The character may use his Perception Bonus in place of his Agility Bonus when rolling Initiative.)
- Jaded (Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear tests. Terrors of the Warp still affect the character normally)
- Lightning Reflexes (When making an initiative roll the character may roll twice and add the highest of the two dice results to her Agility Bonus)
- Nerves of Steel (The character may reroll failed Willpower Tests to avoid or recover from Pinning. In addition, she is seldom impressed by the aggressive displays of her enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts)
- Warp Sense (Using the Psyniscience Skill requires a Free Action instead of a Halt Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such warp signature or creature the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use Awareness to spot an ambush without knowing it is there)
- Sure Strike (The character’s eye, hand and weapon act seamlessly together, placing the characters blows where he intends. When making a Called Shot (see page 234) melee attack, the character reduces the penalty by 10 (so a – 20 becomes a –10 instead).)
- Cursed Heirloom (Light Power Armor) (Doomed) (Choose any weapon or armor, with an availability of Very Rare or less. It gains a Curse. She is now bonded to the item, and even if it is lost, destroyed, or stolen, it always somehow turns up in its original condition at the start of the next game session.)
- Bionic Eye Heightened Senses (Sight) (+10 to any tests specifically using this sense. E.G seeing a flock of birds.)
- Heightened Senses (Sight, Sound) (+10 to relevant tests. Only when wearing power armor helmet)
- Weapon training (Primary, Las)
- Excessive Wealth (Nash Reward) (The character gains a +10 bonus to her Infamy whenever she makes an Acquisition Test)
Traits:
- Psyker
- Dark Sight (Power armor only)
Special Abilities:
- The Quick and the Dead: All heretics with this trait add a +2 bonus to Initiative Rolls.
- Chaos Psyker: The Heretic is an unsanctioned psyker with access to the powers of the warp. She begins play with the Psyker trait, a psy rating of 3, and 1d5 corruption points. In addition, when determining her Psychic Strength she counts as Unbound.
Armor:
Burned in Molten Man- Flak Cloak (Arms, Body, Legs. AP 3) (8kg)
- Light Power Armor(Human) (Locations: All. AP 7) (40 kg) (+10 to Strength. -10 to Delicate tasks.)
(Subsystems: Sustainable Power Source (Power supply does not need to be recharged), Osmotic Gill Life Sustainer (With helmet on, the armor is environmentally sealed and provides oxygen while powered), Auto-Senses (While wearing helmet, gain Dark Sight trait and Heightened Senses (+10 to relavent tests) for Sight and Sound. Immune to photon flash grenades and stun grenades. In addition, can make called shot action as a half action)
(Doomed: The first time each session the character spends an Infamy Point, roll a die: On a result of 9 the Infamy Point has no effect but is still spent.)Weapons:
Burned in Molten Man- Laspistol (Range 30m. RoF: S/2/-. Dam 1d10+2 E. Pen 0. Clip 30. Rld Half. Special: Reliable.)(1.5kg)
- Force Staff (Melee, two-handed. Damage: 1d10 I. Pen 0. Special: Balanced(+10 to parry tests), Force (+1 Damage and Pen per Psy Rating. As a free action when you damage an opponent make a Focus Power test using Opposed Willpower. For every DoS, deal an extra 1d10 E damage, ignoring armor and Toughness bonus.)(Counts as a Psy Focus while held in one or two hands (+10 to Focus Power)(4kg)
Burned in Molten Man- 3 Scare Grenades (Rogue Trader - Profit and Plunder p.52)
-
((No Longer Have)) Jacks Custom Hand Cannon (Range 35m. RoF: S/-/-. Dam 1d10+4 I. Pen 2. Clip 5. Rld Full. Special: Reliable (Only Jams 100), Felling (2) (Reduce Unnatural Toughness by 2 for calculating damage.), Proven (3) (Treat any damage roll of 1 or 2 as a 3 for damage.). Expander rounds = +1 Penetration, for a total of 3.)
Gear:
Burned in Molten Man - Dataslate of Arcane Lore (0.5kg)
Burned in Molten Man - Astartes Combat Knife
Burned in Molten Man - Stimm (page 183 BC Core Book)
-
((Used))1 White-Void (Common methods of usage involve either sprinkling the powder onto damp lho sticks, or immersing the sticks in dissolved powder then smoking them once dry. Long-term usage slowly removes coloration from the eye, eventually leaving a small black dot surrounded by white. Users gain +20 WP for 1d10 minutes per dose. If used more than twice in a week long period, the user must make a Hard (–20) Willpower Test or become addicted, unable to fight his cravings and ingesting the drug on a daily basis.)
Cybernetics & Bionics:
- Good Craftsmanship Bionic Arm (Left) (+2 Toughness to this Location. +10 to Agility tests requiring delicate manipulation)
- Good Craftsmanship Cybernetic Senses (Sight) (Left Eye) (Grants the Heightened Senses Talent for Sight. +20 to tests to resist attacks made against sight.)
Notes:
Psychic Powers - Psy Rating 6 - Class: Unbound - +10 to Focus Power Tests while holding Force Staff:
- Manifest Flame:
Called Fire (Manifest Flame)
Action: Half
Focus Power: Routine (+20) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: When using this power, the Psyker manifests a small glove of fire in her hands. The fire burns as long as the power is sustained, and hovers just above the psyker's hands but does not burn her. The fire is equivalent in brightness to a standard glow-globe, easily illuminating a room. It can also set flammable materials on fire. A truly desperate psyker might try and use it as a weapon, but it is too unwieldy to grant any tangible benefits; the real benefit of this power is that it provides a flame for the psyker to manipulate with other abilities.
- Fire Bolt:
Flamer's Bile (Fire Bolt)
Action: Free Action
Focus Power: Ordinary (+10) Willpower Test
Range: 15 meters x Psy Rating
Sustained: No
Subtype: Attack
Description: Fire Bolt is a Psychic Bolt that requires a source of flame to manifest, as per the open flame rule. It is treated as originating from the source of the flame. It deals 1d10+Psy Rating Energy Damage; if the psyker scores five or more DoS and hits her target, the target is set on fire.
- Fire Barrage:
Flamer's Caress (Fire Barrage)
Action: Free Action
Focus Power: Challenging (+0) Willpower Test
Range: 15 Meters x Psy Rating
Sustained: No
Subtype: Attack
Description: Fire Barrage is a Psychic Barrage that requires a source of flame to manifest, as per the open flame rule. It is treated as originating from the source of flame. It deals 1d10+Psy Rating Energy Damage; if the caster scores four or more Degrees of Success, any targets hit are also set on fire.
- Incinerate:
The Final Touch (Incinerate)
Action: Full Action
Focus Power: Hard (-20) Willpower Test
Range: 2 meters x Psy Rating
Sustained: Full Action
Subtype: Attack, Concentration
Description: The psyker selects a single target (this can be a living being, or a vehicle, or other inanimate object). This power does not require an open flame as per the Open Flame rule. If the Focus Power Test is successful, the target takes 1d10+1 Energy Damage, ignoring Armour. In subsequent Rounds, the power deals the Damage dealt in the previous Round plus 1d10+1 additional Damage, also ignoring Armour. (So in Round 2, the power would deal 2d10+2 damage, while in Round 3, the power would deal 3d10+3 damage, and so forth).
The power requires the psyker’s utmost concentration to maintain. If the psyker ever uses a Reaction while sustaining this power, the power immediately ends and must be manifested again.
- One with the Flame:
Flameweaver (One with the Flame)
Action: Full Action
Focus Power: Difficult (-10) Willpower Test
Range: 5 meters x Psy Rating
Sustained: Half Action
Subtype: Concentration, Attack
Description: The Psyker must have an available source of flame to use this power, as per the Open Flame rule. A successful Focus Power Test allows the Psyker to do one (and only one) of the following to a fire:
- Expand a fire up to one metre in any (or all) directions per Degree of Success on the Focus Power Test. If there is nothing to burn in this area, the fire remains there for one round before returning to its original size. Otherwise, the combustibles catch fire and the fire continues to burn. Anyone caught in the fire must make an Ordinary (+10) Agility Test or catch fire.
- Shrink the area of fire up to one meter in any (or all) directions per DoS on the Focus Power Test. This can extinguish the fire if it is shrunk to zero meters in size.
- Create animated shapes in the flames, such as people, creatures, or objects.
- Send a gout of flame coursing through the air to a range of two times the psyker’s Psy Rating in metres from the original fire. If there is nothing to burn in this area, the fire remains there for one round before going out. Otherwise, the combustibles catch fire and the fire continues to burn in a one metre by one metre area. Anyone caught in the fire must make an Ordinary (+10) Agility Test or catch fire.
- Cause the fire to either drastically increase in brightness, filling the immediate area with bright light (if it wasn’t already), or spew choking smoke and ash. If the psyker chooses the second option, an area within 2d10 metres of the fire in all directions counts as being filled with smoke (see the Black Crusade Core Rulebook, page 245) for 1d10 Rounds.
- Molten Man:
Purity in Flame (Molten Man)
Action: Half Action
Focus Power: Hard (-20) Willpower Test
Range: Self
Sustained: No
Subtype: Concentration
Description: To have transcended the physical form and become an avatar of pure energy is no simple feat, and thus only the wisest and most learned have mastered such a trick. In this form, the psyker does not merely destroy, but consumes all matter in fire.
Committing one's self to the form of the Molten Man results in the following consequences:
- All equipment and weaponry carried by the psyker immediately bursts into flames and disintegrates at his feet. Even metal fails to resist the heat being so close in proximity to the psyker in this sate. This causes no damage to the psyker herself.
- Before accounting for Toughness and Armor, the psyker ignores all Damage from heat and fire and half of the damage caused by Plasma, las and melta weapons
- The Psyker gains the following qualities: Stuff of Nightmares and Unnatural Toughness (3).
- The heat she radiates is so intense that all creatures and objects within five meters of the psyker suffer 1d5 Energy damage at the beginning of each of the psyker's turns.
- The psyker also gains the Deadly Natural Weapons Trait and can deal 1d10 + Psy Rating + Strength Bonus Energy Damage with her touch.
Molten Man lasts for a number of rounds equal to the psyker's Psy Rating, at which time she reverts to her normal form and suffers 1d5 levels of Fatigue due to the shock of the escaping heat and the resultant cold.
Psychic Strength:
Focus Power Tests get +5 bonus for each point of Psy Rating used for the power.
- Fettered (Psy Rating/2): Make a Focus Power Test, counting Psy Rating as half normal. No chance to manifest Psychic Phenomena
- Unfettered(Psy Rating): If the Psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table (Page 160 Core), adding +10 to the total.
- Push (Psy Rating +1 to +5): 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.
+++++++++++++++++++++++++++
AdvancementXP (available/spent/total): 2000/7700/9700
Alignment: Slaanesh: 4 // Tzeentch: 2 // Nurgle: 1 // Khorne: 1 // Unaligned: 6
XP Expenditure:
Characteristic:
Willpower Simple (Tzeentch) (250 XP)
Intelligence Simple (Unaligned) (250 XP)
Perception Simple (Unaligned) (250 XP)
Weapon Skill Simple (Khorne) (250 XP)
Skills:
Acrobatics Known (Slaanesh) (200 XP)
Dodge Trained (Slaanesh) (350 XP)
Forbidden Lore (Daemonology) Known (Tzeentch) (200 XP)
Talents:
Nerves of Steel (Nurgle) (500 XP)
Lightning Reflexes (Slaanesh) (250 XP)
Cold Hearted (Unaligned) (250 XP)
Combat Sense (Unaligned) (250 XP)
Cursed Heirloom (Unaligned) (250 XP)
Sure Strike (Slaanesh) (250 XP)
Psychic Powers/Psy Rating:
Psy Rating 4 (Unaligned) (750 XP)
One With The Flame (500 XP)
Incinerate (750 XP)
Psy Rating 5 (Unaligned) (750 XP)
Psy Rating 6 (Unaligned) (750 XP)
Molten Man (700 XP)
- Future Purchases:
Talent Advance Costs:
Tier 1 - 250 xp // Tier 2 - 500 xp // Tier 3 - 750 xp
Skill Advance Costs:
Known - 200 xp // Trained - 350 xp // Experienced - 500 xp // Veteran - 750 xp
Characteristic Advancement Costs:
Simple - 250 xp // Intermediate - 500 xp // Trained - 750 xp // Expert - 1000 xp
Items:
- Psychic Hood (page 188 Core)
Characteristics:
- Willpower (Tzeentch)
- Weapon Skill (Khorne)
- Toughness (Nurgle)
- Influence (Unaligned)
- Agility (Unaligned)
- Perception (Unaligned)
Skills:
- Dodge (Slaanesh)
- Forbidden Lore (Psykers, Archaeotech, Daemonology) (Tzeentch)
- Acrobatics (Slaanesh)
- Psynescience (Tzeentch)
Talents:
- Favored By The Warp (Tzeentch) (Page 124 Core) (Tier 3) - better phenomena.
- Infused Knowledge (pg 126 Core) (Tzeentch) (Tier 3)
- Strong Minded (Page 131 Core) (Tier 2) (Tzeentch)
- Paranoia (Page 129 Core) (Tier 2) (Tzeentch)
- Foresight (Page 124 Core) (Tier 2) (Tzeentch)
- Light Sleeper (Page 127 Core) (Tier 1) (Tzeentch)
- Excessive Wealth (Page 123 Core) (Tier 1) (Slaanesh)
- Unremarkable (Page 133 Core) (Tier 1) (Slaanesh)
- Rapid Reaction (page 130 Core) (Tier 2) (Slaanesh)
- Precise Blow (Page 129 Core) (Tier 2) (Slaanesh)
- Assassin Strike (Page 129 Core) (Tier 3) (Slaanesh)
- Sprint (Page 131 Core) (Tier 3) (Slaanesh)
- Psy Rating (page 130 Core) - can go to a max of WP+Corruption bonuses.
- Child of the Warp (Page 120 Core) (Unaligned) (Tier 2)
Psychic Powers:
- Gift of Chaos (page 214 Core) - mutate things. Needs Psy Rating 4+, Infamy 40+
- Fire Storm (62 Tzeentch)
- Precognitive Strike (page 228 Core) - Precognition, Precognitive Dodge
- Precognative Dodge (page 227 Core) - Precognition
- Precognition (page 226 Core) - Psynescience Rank 1
++++++++++++++++++++++++++++
Goals:
- Fire Dancer (Pyromancer is your calling card. Use it and abuse it.)
- The Pillars of Eternity (The Necrons are a great mystery. See what knowledge you can gain from them.)
- Battle Psyker (Knowledge isn't your sole path as a psyker. You relish in the chaos of battle where you can unleash your powers.)
Background:
Kya Mathers was not born into chaos. She was born in the Imperium and at a young age showed signs of being a psyker. She was on a Black Ship when she was only 8 years old. She was destined to be a Primaris Psyker for the Imperial Guard. She was naturally drawn to pyromancy powers that she put to good effect on the battlefield. One battle though she pushed herself to the point she knew she wasn't supposed to. Something from the warp manifested it her commissar went into action. He barely raised his bolt pistol before he was engulfed into flames. Kya wasn't going to die that day. She fled the Imperium and ended up in the Screaming Vortex.
Today Kya works her way across the Vortex selling out her skills as a mercenary. The rumors of the Necrons has reached her and their mysteries are to great for her to ignore.