- Character Creation Stuffs:
https://apps.ajott.io/dh2chargen/ I used this site to roll my stats and other starting things, mostly to help me visualize aptitudes. I can reroll on Orokos if you’d prefer!
Name: Severine Veneria
Age: 28
Sex: Female
Homeworld: Shrine World
Divination: “Be a boon to your allies and a bane to your enemies.” (Gain Hatred talent.)
Background: Adepta Sororitas
Role: Desperado
Text Color:
ffcc33Goals:
Short Term: Integrate with the other Acolytes on Inquisitor Maud's team, become a proper member of the group.
Medium Term: Complete a mission assigned by Maud.
Long Term: Earn Maud's respect and trust.
WS: 32
BS: 49**
S: 32
T: 30
Ag: 48***
Int: 27
Per: 35
WP: 47**
Fel: 31
Inf: 38
*Denotes Purchased Upgrade
Wounds (Critical): 10/10 (-)
Fatigue Threshold: 6
FP: 0/3
Movement: Half: 4m / Full: 8m / Charge: 12m / Run: 24m
+++
Insanity: 0
Corruption: 0
Mutations:
Skills (known skills in bold):
Acrobatics (Ag)
Athletics (S)
Awareness(Per)
Charm(Fel)
Command (Fel)
Commerce (Int)
Common Lore (Int)
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Adepta SororitasDeceive (Fel)
Dodge (Ag) +10
Forbidden Lore (Int)
Inquiry (Fel)
Interrogation (WP)
Intimidate (S)
Linguistics (Int)
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High Gothic-
Low GothicMedicae (Int)
Navigate (Int)
Operate (Ag)
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Jump PackParry (WS)
Psyniscience(Per)
Scholastic Lore (Int)
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Tactica Imperialis)Scrutiny (Per)
Security (Int)
Sleight of Hand (Ag)
Stealth(Ag)
Survival(Per)
Tech-Use (Int)
Trade (Int)
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PerformerTalents:
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Weapon Training (Chain, Flame, Bolt)-
Hatred (Rogue Psykers) ( (+10 WS and BS tests against them. Must make a challenging (+0) Willpower test to retreat or surrender when fighting them, unless suicidally outnumbered or outclassed.)
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Quick Draw (The Acolyte has practised so frequently with his weapons that they practically leap into his hands in response to a simple thought. As a Free Action, the character may draw and ready a Pistol or Basic weapon, or a one-handed Melee weapon.)
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Peer (Adepta Sororitas) (1) (The Acolyte knows how to deal with a particular social group or organisation, or even xenos race. He gains a +10 bonus to all Fellowship and Influence tests when interacting with this chosen group, and at the GM’s discretion can sometimes call upon them for favours. The GM and player may agree to award this talent when appropriate to the adventure or campaign, though the character must still pay the experience cost for the Talent as normal. This talent can be awarded multiple times for the same group, in which case it should be listed as Peer (X), with X equalling the number of times the talent has been awarded. This can be used to represent groups who particularly like the character and may even be staunch allies. In game terms, the bonus to Fellowship tests increases to +10 times X. Additionally, when the character acquires this talent, he increases his Influence by 1.)
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Jaded (Mundane events, from death’s horrific visage to xenos abominations, do not force him to gain Insanity points or make Fear tests. Daemons, Warp manifestations,and other unnatural effects still affect him normally.)
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Cleanse with Fire (When attacking with a weapon with the Flame quality, this character can re-roll any results lower than her Willpower bonus on damage rolls.)
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Divine Vengeance (The first time in each combat that this character inflicts Righteous Fury upon an enemy, she regains 1 spent Fate point.)
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Divine Protection (When the Acolyte attacks using a weapon with the Spray quality, it only strikes enemies within the area of effect; the attack does not harm allies.)
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Die Hard (Through either mental resolve or sheer stubbornness, the Acolyte refuses to fall. When this character would suffer a level of Fatigue due to the Blood Loss condition, he makes a Challenging (+0) Willpower test; if he succeeds, he does not suffer a level of Fatigue.)
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Shielding Faith (When using the Deny the Witch talent to make an Evasion reaction against a psychic power, this character may spend a Fate point to automatically pass the test with a number of degrees of success equal to her Willpower bonus. If she does so, the psyker must make a fear test against a Fear rating of 1.)
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Target Selection (The Acolyte's dread gaze marks out her chosen victim and not even the riotous confusion of close combat interferes. She can shoot into melee with no penalty. If she also makes an aim action beforehand, she prevents any chance of hitting friendly targets as well.)
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Deny the Witch (The Acolyte draws on her faith and mental fortitude to act as her shield against those tainted by the warp. The character may use her willpower characteristic when making an Evasion Reaction against ranged or melee attacks against her made with psychic powers. When successfully evading an attack with an area of effect, the character does not move but is instead simply unaffected by the psychic power.)
Traits:
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Unnatural Strength (2) (From Power Armor and Synthmuscle) (Increase Strength bonus by 2. Successful tests using Strength gain a number of bonus successes equal to half the Unnatural Characteristic value.)
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Dark Sight (A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.)
Special Abilities:
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Incorruptible Devotion (Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead.)
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Faith in the Creed (When spending a Fate Point, a Shrine World character’s number of Fate Points are not reduced on a 1d10 result of 1.)
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Move and Shoot (Once per round, after performing a Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.)
Equipment:
Armor:
- Armored Body Glove (AP 2. Arms, Body, Legs.)
- Adepta Sororitas power armor (Grants Unnatural Strength (1), and the wearer always counts as braced.) (AP 7. Max AG 50. All Locations.) (Upgrades: Devotional Iconography (+10 to Command tests when dealing with those faithful to the Imperium. -10 to Fellowship tests when dealing with those not loyal to the Emperor.), Brazier of Saint Roberto (A brazier must be affixed to a backpack, helmet, or similarly worn item. Setting it alame requires a Half Action and it can burn for 2 hours. Whilst alight, it acts as a glow-globe and grants a +30 bonus to all Charm and Command tests, a +10 bonus to Intimidate tests, and a –40 penalty to all Stealth tests. If the wearer is ever knocked Prone while it is lit, he must pass an Ordinary (+10) Agility test to avoid setting himself on fire.)
Weapons:
- Hand Flamer (Class: Pistol) (Range: 10m) (Damage: 1d10+4 E) (Pen: 2) (RoF: S/-/-) (Clip: 2+1) (Reload: 2 Full) (Special: Flame (Target must make an Agility test or be set on fire, even if they take no damage from the attack.), Spray (Weapon projects a 30-degree arc cone out to the weapon's range. No roll to hit; all creatures in path must make a Challenging (+0) Agility test or be struck.)) (Upgrades: Expanded Magazine)
- Chainblade (Class: Chain) (Damage: 1d10+1 R) (Pen: 1) (Special: Tearing (Roll one extra die for damage, discard the lowest die.))
- Godwyn-De’az Bolter (Class: Basic) (Range: 90m) (Damage: 1d10+5 X) (Pen 4) (RoF: S/2/-) (Clip: 30) (Reload: Full) (Special: Reliable (Weapon only jams on unmodified roll of 100. Weapons that do not roll to hit do not jam.), Tearing (Roll one extra die for damage, discard the lowest die.)) (Upgrades: Red-dot sight (+10 to BS when firing a single shot))
- Flamer (Class: Basic) (Range: 20m) (Damage: 1d10+4 E) (Pen 2) (RoF: S/-/-) (Clip: 6) (Reload: 2 Full) (Special: Flame (Target must make an Agility test or be set on fire, even if they take no damage from the attack.), Spray (Weapon projects a 30-degree arc cone out to the weapon's range. No roll to hit; all creatures in path must make a Challenging (+0) Agility test or be struck.))
Gear:
- Seraphim Jump Pack (Requires Sororitas Power Armor) (A Jump Pack Requires the Operate (Jump Pack) skill to operate effectively. A Seraphim Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow for the character to double her Base Movement action. She must land by the end of her Turn. Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait for up to a minute before the turbines require a minute to cool.)
- Chrono (Keeps Time)
- Dataslate (Used for data storage and communication - it’s a tablet.)
- Stablight (Projects a narrow beam of light 24m. Lasts 5 hours)
- Micro-bead (Can talk to others up to 1km away.)
- Photo-Contacts (Contact lenses. Grant wearer the Dark-sight trait)
- Hand Carved Wooden Aquila
- Three changes of Clothing (Adepta Sororitas robes, plain clothes x2)
Cybernetics & Bionics:
- Synthmuscle (Grants the Unnatural Strength (1) trait.)
Notes:
Advancement:
- Spoiler:
Aptitudes: Agility, Defense, Finesse, Offense, Ballistic Skill, Fellowship, Willpower, Intelligence, General
- List of Characteristic + Skill Aptitudes:
Plain text - 0 Aptitudes. Underline - 1 Aptitude. Bold - 2 Aptitudes
Characteristics:
Weapon Skill
Ballistic skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship
Skills:
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Common Lore
Deceive
Dodge
Forbidden Lore
Inquiry
Interrogation
Intimidate
Linguistics
Logic
Medicae
Navigate
Operate
Parry
Scholastic Lore
Scrutiny
Security
Sleight of Hand
Stealth
Survival
Tech-Use
Trade
XP (available/spent/total): 100/6100/6200
XP Expenditure:
Characteristic:Willpower Simple (250 xp)
Agility Simple (100 xp)
Agility Intermediate (250 xp)
Agility Trained (500 xp)
Ballistic Skill Simple (100 xp)
Ballistic Skill Intermediate (250 xp)
Willpower Intermediate (500 xp)
SkillsDodge Known (100 xp)
Dodge Trained (200 xp)
Trade (Performer) Known (100 xp)
Operate (Jump Pack) Known (200 xp)
Common Lore (Ecclesiarchy) Known (200 xp)
Acrobatics Known (100 xp)
Linguistics (Low Gothic) Known (100 xp)
TalentsJaded (200 xp)
Cleanse with Fire (300 xp)
Divine Vengeance (300 xp)
Divine Protection (600 xp)
Die Hard (200 xp)
Target Selection (400 xp)
Deny the Witch (300 xp)
Shielding Faith (200 xp)
((WANTING TO GET CEASELESS CRUSADER AND BLESSED MARTYDOM NEXT - BOTH IN ENEMIES WITHIN)
OtherElite Advance: Sister of Battle (750 xp)
- Future Wants:
- Damage Talents: Eye of Vengeance, Independent Targeting, Hip Shooting, Inescapable Attack, Marksman, Mighty Shot, Rapid Reload,
- Survival Talents: Deny the Witch, Shielding Faith (Requires deny the witch), Ceaseless Crusader, Adamantium Faith, Resistance (Fear),
- Misc Talents: Halo of command? Zealot’s Passion?
- Scholastic Lore (Judgement)
- Common Lore (Imperial Creed)
- Hydra Flamer Array, Gorgon Chemical Flamer, Cerberus Heavy Flamer. (Enemies Within)
- Godwyn-De’az Storm Bolter or Heavy Bolter (Enemies within)
- Auto Senses for power armor (Enemies within)
+++++++++++++++++++++++++++
Ordo/Faction/Allegiance:
Appearance:
Body Type: Tall, powerful build
Height: 1.9m / 6’2”
Weight: 87kg / 192 Pounds
Skin: Fair
Hair: Dyed White
Eyes: White Lenses
Notable Marks/Features:
Severine cuts an imposing figure, standing over six feet tall and nearly always wearing Adepta Sororitas pattern power armor which she has covered with devotional hymns, rosery beads, and holy seals. While armored, Severine wears a Seraphim patterned jump pack that is similarly decorated and blessed. Even without the armor she is powerfully built and carries herself with confidence and an unshakable faith in her cause.
Severine's face is criss-crossed with scars, some intentionally done as acts of penance and worship of the Emperor, and others inflicted in battle. She covers one eye with an eyepatch bearing the symbol of the Ecclesiarchy, with her visible eye being almost completely white thanks to an implanted lens.
Personality:
Severine is extreme in her beliefs, even for a Sister of Battle. Her order is far more flexible in the methods and tools they are willing to use in order to achieve their goals, but no less zealous in their punishment of the Heretics that take things too far, or that choose to shun the light of the Emperor in pursuit of greater power from the tools they utilized. Severine embodies these beliefs, and as a result maintains the unshakable faith in the Emperor that all Sisters possess even as she works alongside rogue Psykers, daemonic rituals, and other typically heretical acts.
More personally, she is a woman who relies on others for many social aspects of being an agent of the Inquisition, especially when dealing with anyone who would distrust or outright fear the presence of a Sister of Battle. Severine is a blunt woman, speaking her mind whenever she feels the need to without worry of interrupting or hurting someone's feelings. She is far less reserved than many Sisters, a consequence of her orders unique view on things. Severine knows how to enjoy herself, and is often one of the louder people in any given celebration or prayer.
FlawsOverly Blunt. Severine struggles to tell lies even when it may be beneficial for her or her comrades, and as a result she often bows out from things that require it entirely. But when such a thing isn't possible, she can be quite the problem for her allies.
Devoted Sister. Even with her orders far more lax views on many things, Severine remains a Sister of Battle and there are some lines that she will refuse to cross without very good reason or significant persuasion.
- Background:
Severine Veneria was born on the planet of Thaur, a shrine world with a large number of convents for fledgling children to be indoctrinated into the Imperial creed. In the case of Severine, the indoctrination began on the day of her birth when her parents gave her to one of the convents of the Order of the Chained Heart, an Order Militant of the Adepta Sororitas. She was raised within the halls of the convent, her entire life limited to the worship of the Emperor and the training required to become a Novice sister. Severine practiced a rigorous regime of self denial, discipline and religious contemplation - spending much of her time either in secluded prayer or beneath the watchful gaze of the Celestian trainers as they taught her how to fight for the Imperium.
The Order of the Chained Heart is perhaps one of the more strict Orders Militant in their training of Novices simply due to their views on what is acceptable practice. They understand the temptation for corruption that comes with such things, and their training must be doubly difficult and more proactive in weeding out those who would falter in the line of duty. Severine was far from the most skilled combatant or the most obedient student for many of her early years in the convent. She lost her eye as punishment for a failure to be properly attentive and serious during a multi day long fast and prayer to the Emperor, having it plucked from her head while conscious. Her face was scarred and tattooed as reminders of her vows during her final days as a Novice, before being inducted into the order proper as a Sister.
From there, Severine earned her place amongst her peers and honed her training through the crucible of battle across a number of worlds in the sector. Her superiors noticed her fervor and skill, and it was for these reasons that when a request came from a benefactor within the Inquisition, Severine was chosen to become a Sororitas Acolyte and serve the Orders benefactor in whatever way she was required to. She was delivered to pre-determined coordinates chosen by the Order and left in a Saviour pod to be retrieved by the Inquisitors vessel en-route to its final destination. Severine had to wait in the pod for barely a minute before a merchant vessel arrived and her journey with the inquisition began.