Difference between revisions of "Aptus Famulus"
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Unshakeable Faith | Unshakeable Faith | ||
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Favoured by the Warp | Favoured by the Warp | ||
Power Well x3 | Power Well x3 | ||
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Sorcerer | Sorcerer | ||
Master Sorcerer | Master Sorcerer | ||
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+ | Peer(Academics) | ||
+ | Peer(Astropaths) | ||
*** SKILLS (5000 XP) *** | *** SKILLS (5000 XP) *** | ||
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Truth Seeker RHB118 6 Full Y Anyone touched must Test Willpower(+0) to tell a lie. | 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. | 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 | + | 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. | 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 | + | 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. | 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. | 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. | ||
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Overbleed: +1 TB per 5 points, up to three times the initial TB. | 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. | 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 | + | 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. | 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. | 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. |
Revision as of 16:57, 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) *** 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) 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