Wounds
18
Fate Points
3
Insanity
21
Characteristics
Weapon Skill (WS)
40
Ballistic Skill (BS)
20
Strength (S)
30
Toughness (T)
40
Agility (Ag)
52
Intelligence (Int)
35
Perception (Per)
25
Willpower (WP)
30
Fellowship (Fel)
20
Untrained Basic Skills
Untrained Basic Skill | Stat | Total |
---|---|---|
Awareness | Per | 12 |
Barter | Fel | 10 |
Carouse | T | 20 |
Charm | Fel | 10 |
Climb | S | 15 |
Command | Fel | 10 |
Common Lore (Administration) | Int | 17 |
Common Lore (Ecclesiarchy) | Int | 17 |
Common Lore (Imperium) | Int | 17 |
Common Lore (War) | Int | 17 |
Concealment | Ag | 26 |
Contortionist | Ag | 26 |
Deceive | Fel | 10 |
Disguise | Fel | 10 |
Evaluate | Int | 17 |
Gamble | Int | 17 |
Inquiry | Fel | 10 |
Intimidate | S | 15 |
Logic | Int | 17 |
Scholastic Lore (Philosophy) | Int | 17 |
Scrutiny | Per | 12 |
Search | Per | 12 |
Silent Move | Ag | 26 |
Swim | S | 15 |
Trained Skills
Trained Skill | Stat | Bonus | Total |
---|---|---|---|
Common Lore (Imperial Creed) | Int | 35 | |
Dodge | Ag | 10 | 62 |
Literacy | Int | 10 | 45 |
Performer (Singer) | Fel | 20 | |
Speak Language (High Gothic) | Int | 35 | |
Speak Language (Low Gothic) | Int | 35 | |
Tech-Use | Int | 35 | |
Trade (Copyist) | Int | 20 | 55 |
Talents
- Basic Weapon Training (Las)
- No penalty to use these weapons
- Basic Weapon Training (Primitive)
- No penalty to use these weapons
- Best Quality Melee Weapon
- +10 tests made to attack and add 1 to the Damage
- Combat Master
- Through a combination of reflex and perception you are able to keep many more opponents at bay in melee than a lesser skilled Acolyte might
- Opponents fighting you in hand-to-hand gain no bonuses for outnumbering you
- Fearless
- You are immune to the effects of Fear and Pinning, but to disengage from combat or back down from a fight you must first succeed on a Willpower Test
- Flagellant
- Each day, you must spend twenty minutes praying and inflicting 1 point of Damage upon yourself
- You may not treat this Damage or allow it to be healed
- Once you have castigated your flesh, you gain a +10 bonus to Willpower Tests made to resist mind control or Malignancy
- Additionally, if you have the Frenzy talent, you may enter a frenzied state as a Free Action
- Should you fail to flagellate yourself on any given day, you take a –5 penalty to all Tests due to shame and guilt
- Hard Target
- Whenever you Charge or Run, all opponents take a –20 penalty to Ballistic Skill Tests made to hit you with a ranged weapon
- This penalty lasts until the start of your next Turn
- Hardy
- For the purposes of removing Damage, you are always considered to be Lightly Wounded
- Hatred (For Reference)
- When fighting opponents that qualify as members of you Hatred group, you gain +10 bonus to all Weapon Skill Tests made to attack them
- Holy Hatred
- Against any target that is not a true servant of the Imperium of Mankind (GM’s discretion), you are treated as having the Hatred talent
- If you already have a talent appropriate to the target, she gains an additional +5 to WS Tests to hit the target
- This talent cannot be shared by the effects of the Litany of Hate talent
- Iron Jaw
- When you become Stunned you may make a Toughness Test to shrug off its effects
- Melee Weapon Training (Chain)
- No penalty to use these weapons
- Melee Weapon Training (Primitive)
- No penalty to use these weapons
- Pistol Training (Las)
- No penalty to use these weapons
- Pistol Training (SP)
- No penalty to use these weapons
- Pure Faith
- You are always immune to the effects of Daemonic Presence (including the negative modifiers to your Willpower)
- You may avoid taking a Fear Test, avoid acquiring Insanity Points and avoid gaining Corruption Points by spending a Fate Point
- These safeguards remain in place for the duration of the encounter only
- You may burn a Fate Point to resist the effects of any single Daemonic or psychic attack, effectively allowing You to emerge enscathed as if by a miracle
- Sheltered Upbringing
- You take a –10 penalty on all Charm, Command, Deceive, and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants, and the like)
- Tempered Will
- Whenever you would attempt a Very Hard (–30) Willpower Test, you only take a –20 penalty for your Characteristic instead of the normal –30
- True Grit
- You are able to shrug off wounds that would fell lesser men
- Whenever you suffer Critical Damage, halve the result (rounding up)
- Unshakeable Faith
- You may re-roll any failed Willpower Tests to avoid the effects of Fear