Seraphina Ignatius

Gacromos Heresy: Hunt the Heretek

Wounds

12

Fate Points

3

Insanity

0

Characteristics

Weapon Skill (WS)

20

Ballistic Skill (BS)

35

Strength (S)

20

Toughness (T)

45

Agility (Ag)

30

Intelligence (Int)

50

Perception (Per)

29

Willpower (WP)

50

Fellowship (Fel)

35

Untrained Basic Skills

Untrained Basic Skill Stat Total
Awareness Per 14
Barter Fel 17
Carouse T 22
Climb S 10
Command Fel 17
Common Lore (Philosophy) Int 25
Common Lore (War) Int 25
Concealment Ag 15
Contortionist Ag 15
Deceive Fel 17
Disguise Fel 17
Evaluate Int 25
Gamble Int 25
Intimidate S 10
Logic Int 25
Scrutiny Per 14
Search Per 14
Silent Move Ag 15
Swim S 10

Trained Skills

Trained Skill Stat Bonus Total
Charm Fel 10 45
Chem Use Int 50
Common Lore (Administratum) Int 50
Common Lore (Ecclesiarchy) Int 50
Common Lore (Imperial Creed) Int 50
Common Lore (Imperium) Int 50
Dodge Ag 10 40
Forbidden Lore (Warp) Int 50
Inquiry Fel 35
Literacy Int 50
Medicae Int 10 60
Navigation (Surface) Int 50
Performer (Singer) Fel 35
Speak High Gothic Int 50
Speak Low Gothic Int 50
Trade (Copyist) Int 50

Talents

Basic Weapon Training (Flame)
  • No penalty to use these weapons
Basic Weapon Training (Las)
  • No penalty to use these weapons
Basic Weapon Training (Primitive)
  • No penalty to use these weapons
Cleanse and Purify
  • Targets of Flame Weapons take -20 to avoid being hit
Divine Ministration
  • All medicae tests (even without spending Fate) are 1 step easier
  • Spend Fate: Add Will Bonus to damage healed using medicae (once per test, may be activated after the skill test, may effect mulitple tests made on multiple targets in succession
  • Alternatively - spend fate to remove all Fatigue from people = 2xWill Bonus
  • Burn: Allow a character that has just died to become critically wounded (subject to GM approval)
Melee Weapon Training (Primitive)
  • No penalty to use these weapons
Nerves of Steel
  • Can reroll failed Willpower Tests to avoid or recover from Pinning
Pistol Training (Las)
  • No penalty to use these weapons
Peer (Imperial Guard)
  • +10 to Fel Test with this group
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
Resistance (Fear)
  • +10 to resist Fear
Resistance (Psychic Powers)
  • +10 to resist psychic powers
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