Difference between revisions of "Aptus Famulus"

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Origin    : Mind-Cleansed
 
Origin    : Mind-Cleansed
 
Background : Thy Name I Keep
 
Background : Thy Name I Keep
Career Path: Imperial Psyker / Imperial Diviner / Primaris Psyker
+
Career Path: Imperial Psyker / Tainted Psyker / Primaris Psyker
 
Transition : The Burden of Truth
 
Transition : The Burden of Truth
 
Traits    : Scholastica Psykana Failsafes  
 
Traits    : Scholastica Psykana Failsafes  
Line 34: Line 34:
 
Fate      : 4
 
Fate      : 4
 
Insanity  : 26 [5 Through A Mirror Darkly + 4 Thy Name I Keep + 11 Leveling +6 The Burden of Truth]
 
Insanity  : 26 [5 Through A Mirror Darkly + 4 Thy Name I Keep + 11 Leveling +6 The Burden of Truth]
Corruption: 17 [10 Thy Name I Keep + 7 Leveling]
+
Corruption: 17 [10 Thy Name I Keep + 7 Leveling + 1 diamond]
  
 
*** TRAITS ***
 
*** TRAITS ***
Line 64: Line 64:
 
Unshakeable Faith
 
Unshakeable Faith
  
Corpus Conversion
 
 
Favoured by the Warp
 
Favoured by the Warp
 
Power Well x3
 
Power Well x3
Line 70: Line 69:
 
Sorcerer
 
Sorcerer
 
Master Sorcerer
 
Master Sorcerer
 +
 +
Peer(Academics)
 +
Peer(Astropaths)
 +
Peer(The Insane)
  
 
*** SKILLS (5000 XP) ***
 
*** SKILLS (5000 XP) ***
Line 75: Line 78:
 
Deceive  +20
 
Deceive  +20
 
Dodge    +20
 
Dodge    +20
Medicae  +20
+
Medicae  +10
 +
Tech-Use  +10
 
Trade (Soothsayer)
 
Trade (Soothsayer)
Trade (Embalmer)
 
 
 
Invocation  +20 [Warp Mastery]
 
Invocation  +20 [Warp Mastery]
 
Psyniscience +20 [Warp Mastery]
 
Psyniscience +20 [Warp Mastery]
Line 99: Line 101:
 
Forbidden Lore (Mutants)
 
Forbidden Lore (Mutants)
 
Forbidden Lore (Psykers)
 
Forbidden Lore (Psykers)
Forbidden Lore (Warp)
+
Forbidden Lore (Warp) +20 [Warp Mastery]
 
Forbidden Lore (Xenos)
 
Forbidden Lore (Xenos)
  
Line 115: Line 117:
  
 
*** POWERS AND ARCANAS ***
 
*** POWERS AND ARCANAS ***
[under construction]
+
Power                Source  Threshold Focus Effect/Overbleed
 +
-----------------------------------------------------------------------------------------------------------------
 +
MINOR
 +
Chameleon            Core165 7  Half Y +30 to Concealment Test, all opponents take -20 to Ballistic Tests to hit.
 +
Dull Pain            Core166 8  Half N The target in 10m removes 1 level of Fatigue.
 +
                                      Overbleed: For every 5 points by which you exceed the Threshold, you remove an additional level of Fatigue.
 +
Fearful Aura        Core166 7  Full Y Get Fear Rating of 2.
 +
                                      Overbleed: Fear Rating +1 per 10 points of overbleed.
 +
Forget Me            Core166 6  Half N The target in 10m must test Willpower(+10) or forget about your previous encounters for 1d10 minutes.
 +
                                      Overbleed: One additional target, extra 1d10 minutes or worsen the Difficulty of the Willpower Test by one step per 5 points of overbleed.
 +
Healer              Core167 7  Full N The target in 10m removes 1d5 damage. If used upon more than once in a 6 hour period, test Toughness(+0), on failure get 1d5 damage instead.
 +
Knack                Core167 6  Half N +10 to any non-combat roll made before the end of my next turn.
 +
Lucky                Core167 6  Half N Any time before the end of my next turn, reroll a single dice roll (even a Damage roll).
 +
Mutable Features    DotDG27 8  Full Y Everyone sees you as a specific individual unless they pass a Willpower(+0) Test.
 +
                                      Overbleed: for every five points, the difficulty of the Test increases by one step.
 +
Precognition        Core167 6  Half Y +10 to Dodge and Parry as long as the Power is active.
 +
Resist Possession    Core167 6  Rea  N For the next hour, reroll any failed tests against being possessed by a daemon.
 +
Sense Presence      Core167 7  Half Y Sense all living creatures within 50m if not shielded by more than 1m of solid matter.
 +
                                      Overbleed: for every ten points, increase the range by 10m.
 +
Sense Mechanism      RHB149  7  Half Y Sense machinery and constructs within 50m if not shielded by the living.
 +
                                      Overbleed: for every ten points, increase the range by 10m.
 +
Space Slip          DotDG27 11 Half N Teleport 1d5 or 1d10+2m away (chosen before rolling). If landed in solid matter, roll Toughness(+0). On success, stunned for 1d5 rounds. On fail, +1d10X to Body unresisted.
 +
Spectral Hands      Core167 10 Full N Affect any object within 30m with a force (Strength=Willpower). No subtler manipulations.
 +
Staunch Bleeding    Core167 8  Half N Any creature within 10m stops Blood Loss.
 +
                                      Overbleed: for every 5 points the threshold is exceeded, another target is affected.
 +
Suggestion          DotDG29 9  Half N A target in 6m must roll Opposed Willpower, if lost, a single minor suggestion can be planted. It grants +20 on Interaction Skill rolls if used to support them.
 +
Trusting Aura        RHB118  7  Full Y Get a +10 to any Interaction skill while sustaining this power.
 +
                                      Overbleed: get additional +10 if overbleed by 10 points or more.
 +
Truth Seeker        RHB118  6  Full Y Anyone touched must Test Willpower(+0) to tell a lie.
 +
                                      Overbleed: for every 5 points of overbleed, the Test becomes one step more difficult.
 +
Unnatural Aim        Core168 8  Half N Until the end of my next turn, make all ranged attacks at +30.
 +
Wall Walk            Core168 8  Half Y Walk on walls and ceilings, ignore penalties on low- or high-gravity worlds. Test Agility to move to a perpendicular surface or spend a Full Action on that.
 +
Weapon Jinx          Core168 8  Full N Test Willpower to jam a single weapon in range.
 +
                                      Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres, or you can affect an additional weapon.
 +
White Noise          Core168 8  Full Y Any tests to detect you and yours in 10m with tech or psy count as Hard(-20). For the ones not requiring a Test, count as Ordinary(+10) Will (psy) or Int (tech) instead.
 +
                                      Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres.
 +
Whispers of the Warp DoDG168 11 Half Y All targets within earshot roll Opposed Willpower; against anyone failing get +10 bonus to Charm, Intimidate & Deceive Tests. Requires no gesture or component other than
 +
                                      that the victims must be able to hear and understand the sorcerer. (It's an arcana!)
 +
                                      Overbleed: +10 bonus to Skill Tests is gained to a maximum of +30 per every 10 points of Overbleed.
 +
Without a Trace      RHB150  6  Half Y Leave no tracks or evidence, not even on tech sensor recordings.
 +
 
 +
TELEPATHY
 +
Dominate            Core178 24 Half Y Roll opposed Willpower with a target in 8m. If won, share the actions gotten per turn between own and target's body. Target gets -10 to all Tests, resists suicidal orders.
 +
                                      Overbleed: for every 10 points of overbleed, get +10 to Willpower test results.
 +
Mind Scan            Core179 23 Ext  N Scan the mind of target touched ever deeper making Opposed Willpower Tests up to 5 times in a row. -10 to test if scanning discreet.
 +
Projection          Core180 21 Full Y Send message to anyone you know within the same solar system by projecting into the Warp. Unwilling targets roll Opposed Willpower to force me back into the body.
 +
See Me Not          Core180 14 Half Y WB of creatures must roll Willpower(+0) or fail to perceive me. Doesn't work on anything with less than 10 Int.
 +
                                      Overbleed: for every 5 points over the threshold, the Willpower Test is one step harder, or one more target is affected.
 +
Soul Killer          DotDG30 25 Full N One target within 5xWBm receives 1d10+2xWB X, ignores armour unless warded. Critical Effect to both Head and Body. No effect on inanimate matter.
 +
                                      Overbleed: for every 10 points over the threshold, one more projectile is summoned.
 +
 
 +
BIOMANCY
 +
Bio-lighting        Core169 14 Half N The target within 10m receives 1d10+WB E.
 +
                                      Overbleed: +10m per 5 points. One more projectile per 10 points.
 +
Flesh Like Iron      RHB29  18 Half Y Inctease TB by +2, decrease AB by -1.
 +
                                      Overbleed: +1 TB per 5 points, up to three times the initial TB.
 +
Regeneration        Core170 23 Full Y Each round remove 1d5 damage, starting with Critical. After all damage is removed, lost limbs and organs regrow.
 +
Seal Wounds          Core170 20 Half N The target within 10m removes 1d10+WB damage, starting with Critical.
 +
                                      Overbleed: per 5 points, increase the range by 10m, affect one more target, or heal additional 1d10+WB.
 +
Shape Flesh          Core170 23 Full Y Get +20 on Disguise (or Disguise at +10 if untrained). Or Burrower (1), Crawler, Dark Sight, Flier, Hoverer, Natural Armour (2), Natural Weapons or Quadruped.
 +
 
 +
ARCANAS
 +
Create Door          RHB170  28 Full N Create a portal for everyone within 5m. Roll Intelligence, with threshold determined by GM. If failed, end up in hell. Anyone passing through the door must roll
 +
                                      Willpower(-20) or roll on Perils of the Warp.
 +
Daemon Wrack        DotDG118 23 Full N Roll Opposed Willpower with a creature in 50m with Daemonic or Warp Instability traits. If won, creature suffers a Malediction(see).
 +
                                      If the creature has Willpower<=50, may force Daemonic Mastery Test to control it instead.
 +
                                      Overbleed: +10 to Willpower of Daemonic Mastery Tests per 5 points.
 +
Exsanguine          RHB171  18 Half N The target within 10m must roll Opposed Toughness vs my Willpower. If lost, 2xWB damage (unresisted) and Blood Loss.
 +
Open                RHB172  14 Half N Open an lock on an object. Suffer 1d5 Damage for a small object, 1d10 Damage for a medium sized object, and 2d10 Damage for a large one.
 +
Summon Object        RHB172  24 Full Y Pass Willpower Test of GM-determined difficulty to summon any object out of thin air. The larger the object, the more blood needed as component.
 +
                                      Overbleed: +10 to Willpower per 10 points of overbleed.
 +
 
 
*** GEAR ***
 
*** GEAR ***
[under construction]</pre>
+
** Armour **
 +
Name                                              Covers        AP    Wt       
 +
----------------------------------------------------------------------------
 +
Best-craftmanship Guard Flak                        All          5    6 kg
 +
 
 +
** Weapons **
 +
Name                                              Range  RoF    Dam      Pen    Clip  Rld      Special            Wt 
 +
-------------------------------------------------------------------------------------------------------------------------
 +
Hellpistol                                        20m  S/2/–  1d10+5 E    7      20    Full      —                5kg
 +
c. Duplus Ammo Clips, Overcharge Pack, Red Dot Laser Sight.
 +
 
 +
Name                                              Class          Dam      Pen                    Special              Wt
 +
-------------------------------------------------------------------------------------------------------------------------
 +
Force Staff                                      Melee        1d10+PR    PR                    Balanced, *        3.5kg
 +
*On hit, cast as a Free action, threshold 6. On success, roll Opposed Willpower. Per degree of success, deal +1d10 unresisted.
 +
Also acts as psy-focus.
 +
 
 +
**Equipment**
 +
Auspex
 +
Book of Imperial saints
 +
Badge of office
 +
Compass
 +
Combitool
 +
Consecrated Scrolls x4
 +
Dataslate
 +
Filtration Plugs
 +
Micro-bead
 +
MIU Unit
 +
Ocular Catechizer
 +
Good Photo-Contacts
 +
Psy-focus
 +
Sanctioning brand
 +
Toxin Wand
 +
 
 +
Medikit
 +
Amasec                x1
 +
Counterseptics(other) x10
 +
Clear                x2
 +
Detox                x4
 +
Dreamjuice            x2
 +
Imperium’s Fervour    x10
 +
Leatherword          x10
 +
Sandstone            x20
 +
Scraper-Ripper        x10
 +
Slaught              x6
 +
Stimm                x2
 +
Panimune              x4
 +
Somna                x2
 +
Truth Revealed        x2
 +
Unguents of Warding  x20
 +
Zumthorian Greyve    x2
 +
</pre>

Latest revision as of 21:03, 22 December 2011


Charsheet

Name       : Aptus Famulus (Apt)
Origin     : Mind-Cleansed
Background : Thy Name I Keep
Career Path: Imperial Psyker / Tainted Psyker / Primaris Psyker
Transition : The Burden of Truth
Traits     : Scholastica Psykana Failsafes 
             [modify the results of Perils of the Warp rolls by 1d5; when possessed, roll Challenging Willpower test, kill self on success] 
             Untainted Core 
             [once per turn ignore a single source that affects either the chances of invoking the perils of the warp or rolls made on 
              the perils of the warp table (including psychic phenomena)]
Divination : "Die, but not with your spirit broken" 
XP Total   : 13500 (50 unspent)

*** CHARACTERISTICS (4050 XP) ***
WS : 28   [20 +  8 point-buy]
BS : 25   [20 +  5 point-buy]
S  : 21   [20 +  1 point-buy]
T  : 21   [20 +  1 point-buy]
Ag : 30   [20 + 10 point-buy]
Int: 60   [20 + 20 point-buy + 20 training]
Per: 55   [20 + 20 point-buy + 15 training]
WP : 81   [25 + 20 point-buy + 20 training + 3 sanctioning + 3 divination + 10 transition]
Fel: 30   [15 + 15 point-buy]

Initiative: 3
Move: 3/6/9/18

Wounds    : 9
Fate      : 4
Insanity  : 26 [5 Through A Mirror Darkly + 4 Thy Name I Keep + 11 Leveling +6 The Burden of Truth]
Corruption: 17 [10 Thy Name I Keep + 7 Leveling + 1 diamond]

*** TRAITS ***
Engram Implantation     [Deceive and Intimidate as trained skills, Common Lore (Tech) and Survival as basic, Jaded, Pistol Weapon Training (SP and Las)]
Failsafe Control        [Subliminal Failsafe can be used as Dominate Power]
Imperial Conditioning   [+10 to Willpower to resist Fear and attempts to control or possess the mind]
Through A Mirror Darkly	[Shards of Memory]
Sanctioning Side Effects: Hypno-doctrination [chant litany of protection when unconscious or sleeping, Willpower +3]
Background Package: Thy Name I Keep [Forbidden Lore (Daemonology), Resistance (Psychic Powers), Talented (Forbidden Lore [Daemonology]), Power of the Daemon]
Daemonic Pact: The Pact of Knowledge (True Savant) [may make any Lore Test as if has that Skill, and may re-roll any Test for a Lore skill that learned in]
Transition Package: The Burden of Truth [+10 Willpower, +1d10 Insanity]

*** TALENTS (3900 XP) ***
Melee Weapon Training (Primitive)
Pistol Weapon Training (SP and Las)

Jaded
Resistance (Psychic Powers)
Talented (Forbidden Lore [Daemonology])

Armour of Contempt
Dark Soul 
Foresight
Master Chirurgeon
Mimic
Resistance (Psychic Powers)
Strong Minded
Unremarkable
Unshakeable Faith

Favoured by the Warp
Power Well x3
Psy Rating 6
Sorcerer
Master Sorcerer

Peer(Academics)
Peer(Astropaths)
Peer(The Insane)

*** SKILLS (5000 XP) ***
Awareness +20
Deceive   +20
Dodge     +20
Medicae   +10
Tech-Use  +10
Trade (Soothsayer)
Invocation   +20 [Warp Mastery]
Psyniscience +20 [Warp Mastery]

Common Lore (Adeptes Arbites) 
Common Lore (Administratum)
Common Lore (Ecclesiarchy) 
Common Lore (Imperial Creed) 
Common Lore (Imperial Guard)
Common Lore (Imperium)
Common Lore (Machine Cult)
Common Lore (Tech)
Common Lore (War)

Forbidden Lore (Archeotech)
Forbidden Lore (Cults)
Forbidden Lore (Daemonology)
Forbidden Lore (Heresy)
Forbidden Lore (Inquisition)
Forbidden Lore (Mutants)
Forbidden Lore (Psykers)
Forbidden Lore (Warp) +20 [Warp Mastery]
Forbidden Lore (Xenos)

Scholastic Lore (Archaic) 
Scholastic Lore (Astromancy) 
Scholastic Lore (Chymistry) 
Scholastic Lore (Cryptology)
Scholastic Lore (Heraldry)
Scholastic Lore (Imperial Creed)
Scholastic Lore (Judgement) 
Scholastic Lore (Legend)
Scholastic Lore (Occult)
Scholastic Lore (Philosophy)
Scholastic Lore (Tactica Imperialis) 

*** POWERS AND ARCANAS ***
Power                Source  Threshold Focus Effect/Overbleed
-----------------------------------------------------------------------------------------------------------------
MINOR
Chameleon            Core165 7  Half Y +30 to Concealment Test, all opponents take -20 to Ballistic Tests to hit.
Dull Pain            Core166 8  Half N The target in 10m removes 1 level of Fatigue. 
                                       Overbleed: For every 5 points by which you exceed the Threshold, you remove an additional level of Fatigue.
Fearful Aura         Core166 7  Full Y Get Fear Rating of 2.
                                       Overbleed: Fear Rating +1 per 10 points of overbleed.
Forget Me            Core166 6  Half N The target in 10m must test Willpower(+10) or forget about your previous encounters for 1d10 minutes. 
                                       Overbleed: One additional target, extra 1d10 minutes or worsen the Difficulty of the Willpower Test by one step per 5 points of overbleed.
Healer               Core167 7  Full N The target in 10m removes 1d5 damage. If used upon more than once in a 6 hour period, test Toughness(+0), on failure get 1d5 damage instead.
Knack                Core167 6  Half N +10 to any non-combat roll made before the end of my next turn.
Lucky                Core167 6  Half N Any time before the end of my next turn, reroll a single dice roll (even a Damage roll).
Mutable Features     DotDG27 8  Full Y Everyone sees you as a specific individual unless they pass a Willpower(+0) Test.
                                       Overbleed: for every five points, the difficulty of the Test increases by one step.
Precognition         Core167 6  Half Y +10 to Dodge and Parry as long as the Power is active.
Resist Possession    Core167 6  Rea  N For the next hour, reroll any failed tests against being possessed by a daemon.
Sense Presence       Core167 7  Half Y Sense all living creatures within 50m if not shielded by more than 1m of solid matter.
                                       Overbleed: for every ten points, increase the range by 10m.
Sense Mechanism      RHB149  7  Half Y Sense machinery and constructs within 50m if not shielded by the living.
                                       Overbleed: for every ten points, increase the range by 10m.
Space Slip           DotDG27 11 Half N Teleport 1d5 or 1d10+2m away (chosen before rolling). If landed in solid matter, roll Toughness(+0). On success, stunned for 1d5 rounds. On fail, +1d10X to Body unresisted.
Spectral Hands       Core167 10 Full N Affect any object within 30m with a force (Strength=Willpower). No subtler manipulations.
Staunch Bleeding     Core167 8  Half N Any creature within 10m stops Blood Loss. 
                                       Overbleed: for every 5 points the threshold is exceeded, another target is affected.
Suggestion           DotDG29 9  Half N A target in 6m must roll Opposed Willpower, if lost, a single minor suggestion can be planted. It grants +20 on Interaction Skill rolls if used to support them.
Trusting Aura        RHB118  7  Full Y Get a +10 to any Interaction skill while sustaining this power.
                                       Overbleed: get additional +10 if overbleed by 10 points or more.
Truth Seeker         RHB118  6  Full Y Anyone touched must Test Willpower(+0) to tell a lie.
                                       Overbleed: for every 5 points of overbleed, the Test becomes one step more difficult.
Unnatural Aim        Core168 8  Half N Until the end of my next turn, make all ranged attacks at +30.
Wall Walk            Core168 8  Half Y Walk on walls and ceilings, ignore penalties on low- or high-gravity worlds. Test Agility to move to a perpendicular surface or spend a Full Action on that.
Weapon Jinx          Core168 8  Full N Test Willpower to jam a single weapon in range.
                                       Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres, or you can affect an additional weapon.
White Noise          Core168 8  Full Y Any tests to detect you and yours in 10m with tech or psy count as Hard(-20). For the ones not requiring a Test, count as Ordinary(+10) Will (psy) or Int (tech) instead.
                                       Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres.
Whispers of the Warp DoDG168 11 Half Y All targets within earshot roll Opposed Willpower; against anyone failing get +10 bonus to Charm, Intimidate & Deceive Tests. Requires no gesture or component other than 
                                       that the victims must be able to hear and understand the sorcerer. (It's an arcana!)
                                       Overbleed: +10 bonus to Skill Tests is gained to a maximum of +30 per every 10 points of Overbleed.
Without a Trace      RHB150  6  Half Y Leave no tracks or evidence, not even on tech sensor recordings.

TELEPATHY
Dominate             Core178 24 Half Y Roll opposed Willpower with a target in 8m. If won, share the actions gotten per turn between own and target's body. Target gets -10 to all Tests, resists suicidal orders.
                                       Overbleed: for every 10 points of overbleed, get +10 to Willpower test results.
Mind Scan            Core179 23 Ext  N Scan the mind of target touched ever deeper making Opposed Willpower Tests up to 5 times in a row. -10 to test if scanning discreet.
Projection           Core180 21 Full Y Send message to anyone you know within the same solar system by projecting into the Warp. Unwilling targets roll Opposed Willpower to force me back into the body.
See Me Not           Core180 14 Half Y WB of creatures must roll Willpower(+0) or fail to perceive me. Doesn't work on anything with less than 10 Int.
                                       Overbleed: for every 5 points over the threshold, the Willpower Test is one step harder, or one more target is affected.
Soul Killer          DotDG30 25 Full N One target within 5xWBm receives 1d10+2xWB X, ignores armour unless warded. Critical Effect to both Head and Body. No effect on inanimate matter.
                                       Overbleed: for every 10 points over the threshold, one more projectile is summoned.

BIOMANCY
Bio-lighting         Core169 14 Half N The target within 10m receives 1d10+WB E.
                                       Overbleed: +10m per 5 points. One more projectile per 10 points.
Flesh Like Iron      RHB29   18 Half Y Inctease TB by +2, decrease AB by -1.
                                       Overbleed: +1 TB per 5 points, up to three times the initial TB.
Regeneration         Core170 23 Full Y Each round remove 1d5 damage, starting with Critical. After all damage is removed, lost limbs and organs regrow. 
Seal Wounds          Core170 20 Half N The target within 10m removes 1d10+WB damage, starting with Critical. 
                                       Overbleed: per 5 points, increase the range by 10m, affect one more target, or heal additional 1d10+WB.
Shape Flesh          Core170 23 Full Y Get +20 on Disguise (or Disguise at +10 if untrained). Or Burrower (1), Crawler, Dark Sight, Flier, Hoverer, Natural Armour (2), Natural Weapons or Quadruped.

ARCANAS
Create Door          RHB170  28 Full N Create a portal for everyone within 5m. Roll Intelligence, with threshold determined by GM. If failed, end up in hell. Anyone passing through the door must roll
                                       Willpower(-20) or roll on Perils of the Warp. 
Daemon Wrack        DotDG118 23 Full N Roll Opposed Willpower with a creature in 50m with Daemonic or Warp Instability traits. If won, creature suffers a Malediction(see). 
                                       If the creature has Willpower<=50, may force Daemonic Mastery Test to control it instead.
                                       Overbleed: +10 to Willpower of Daemonic Mastery Tests per 5 points.
Exsanguine           RHB171  18 Half N The target within 10m must roll Opposed Toughness vs my Willpower. If lost, 2xWB damage (unresisted) and Blood Loss.
Open                 RHB172  14 Half N Open an lock on an object. Suffer 1d5 Damage for a small object, 1d10 Damage for a medium sized object, and 2d10 Damage for a large one.
Summon Object        RHB172  24 Full Y Pass Willpower Test of GM-determined difficulty to summon any object out of thin air. The larger the object, the more blood needed as component.
                                       Overbleed: +10 to Willpower per 10 points of overbleed.

*** GEAR ***
** Armour **
Name                                               Covers         AP    Wt         
----------------------------------------------------------------------------
Best-craftmanship Guard Flak                        All           5     6 kg

** Weapons **
Name                                              Range   RoF    Dam       Pen    Clip   Rld      Special             Wt  
-------------------------------------------------------------------------------------------------------------------------
Hellpistol                                         20m   S/2/–  1d10+5 E    7      20    Full       —                 5kg 
c. Duplus Ammo Clips, Overcharge Pack, Red Dot Laser Sight.

Name                                              Class          Dam       Pen                    Special              Wt
-------------------------------------------------------------------------------------------------------------------------
Force Staff                                       Melee         1d10+PR     PR                    Balanced, *        3.5kg
*On hit, cast as a Free action, threshold 6. On success, roll Opposed Willpower. Per degree of success, deal +1d10 unresisted.
Also acts as psy-focus.

**Equipment**
Auspex
Book of Imperial saints
Badge of office 
Compass
Combitool
Consecrated Scrolls x4
Dataslate
Filtration Plugs
Micro-bead
MIU Unit
Ocular Catechizer 
Good Photo-Contacts
Psy-focus
Sanctioning brand
Toxin Wand

Medikit
 Amasec                x1
 Counterseptics(other) x10
 Clear                 x2
 Detox                 x4
 Dreamjuice            x2
 Imperium’s Fervour    x10
 Leatherword           x10
 Sandstone             x20
 Scraper-Ripper        x10
 Slaught               x6
 Stimm                 x2
 Panimune              x4
 Somna                 x2
 Truth Revealed        x2
 Unguents of Warding   x20
 Zumthorian Greyve     x2