Number 3

Cpl Number 3, Sanctioned Psyker of the Death Korps of Krieg
Note: Psy-focus gives a +10 to Willpower focus tests, should have a 61 with the bonus. //
Note: Has 2 Corruption Points. //

Character Advances:

Characteristic: Simple Toughness (+5) (250xp)
Psychic Power: Spontaneous Combustion (Free from class)
Psychic Power: Endurance (Free xp + 100xp)
Psychic Power: Dominate (200xp)
Psychic Power: Smite (200xp)
Characteristic: Simple Willpower (+5) (100xp)
Characteristic: Intermediate Willpower (+10) (250xp)

TOTAL SPENT: 1100/1700xp

XP History: 1700xp = 800 (Starting) + 400 (Game 2-1) + 500 (Game 2-2)


Talents

Psyker

Heightened Senses (Hearing)

Tier: 1
Prerequisite: None
Specialisations: Sight, Sound, Smell, Taste, Touch
Aptitudes: Perception, Fieldcraft
Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes.
This Talent may be taken more than once, each time with a different specialization.

Nerves of Steel

Tier: 2
Prerequisite: None
Aptitudes: Willpower, Defence
Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning. In addition, he is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.

Unshakeable Faith

Tier: 2
Prerequisite: Willpower 35
Aptitudes: Willpower, Defence
The Guardsman’s faith in the Emperor and his abilities is so strong that he can face any danger. The character may re-roll any failed Willpower Tests to avoid the effects of Fear.

Psychic Powers

PSY RATING: 2

Spontaneous Combustion

Value: 200xp
Prerequisites: None
Action: Half Action
Focus Power: Ordinary (+10) Willpower Test
Range: 20 metres x Psy Rating
Sustained: No
Subtype: Attack

Description: The psyker reaches into the body of his foe, pooling his anger into his victim and igniting his rage with the powers of the Warp. The target’s blood boils and flesh smoulders, and as the psyker rage reaches its pinnacle, the target’s body begins to explode in blasts of ash and flame.
This power is a Psychic Bolt that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and the Flame Quality.

Endurance

Value: 300xp
Prerequisites: Toughness 30+
Action: Half Action
Focus Power: Difficult (–10) Willpower Test
Range: 3 metres x Psy Rating radius
Sustained: No
Subtype: Concentration
Description: Extending his will over his allies, the psyker reaches into their bodies to mend their flesh and reinvigorate their will to fight by ridding their bodies of fatigue. Psykers trained in this power have been known to turn the tides of entire battles.
A number of allies in range equal to the psyker’s Psy Rating, plus the psyker himself, recover Wounds equal to half the psyker’s Psy Rating, rounded up. They also may immediately overcome the effects of Pinning.
This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again.

Dominate

Value: 200xp
Prerequisites: Willpower 40+
Action: Full Action
Focus Power: Challenging (+0) Opposed Willpower Test
Range: 5 metres x Psy Rating
Sustained: No
Subtype: Concentration

Description: The psyker extends his will into the mind of his enemies, twisting around their thoughts and beating down their mental defences. With their protection down, the psyker can plant ideas into their heads, making them perform his bidding as if it were their own idea.
The psyker nominates a number targets in range and line of sight up to half his Psy Rating (rounded up) who opposes this power with a Willpower Test. Those targets that fail to resist the power must follow a simple command given by the psyker. Some example orders include “Flee,” “Fall,” or “Attack your friend.” If the command is a potentially suicidal act, the targets receive a +20 to their Willpower Tests. In all cases the command must be achievable in a single Round.

Smite

Value: 200xp
Prerequisites: None
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 20 metres x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: Called by many names, Smite is a common destructive power used throughout the galaxy by many different psykers. The psyker conjures up bio-energy from deep within himself, summoning lethal bolts of lightning which leap from his fingertips to burn and blast his enemies to ash.
Smite is a Psychic Barrage that deals 1d10 + Psy Rating Energy Damage with a Pen of 4.

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