Magnus Severn
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"Only the Insane have strength enough to prosper"

Weapon Skill Ballistic Skill Strength Toughness Agility
(2) 25 (2) 25 (2) 20 (4) 40 (3) 30
Intelligence Perception Willpower Fellowship Influence
(4) 45+ (3) 30 (4) 48+ (2) 25 (4) 40

Homeworld, Background & Role

Void Born Adeptus Mechanicus Mystic Psyker
Homeworld Aptitudes: Intelligence Background Aptitudes: Tech Role Aptitudes: Defence, Knowledge, Perception, Willpower, [Toughness] Elite Advance Aptitudes Psyker
Child of the Dark Gain the "Strong Minded" Talent and gain a +30 bonus to test about moving in a zero gravity environment Talents: Mechadendrite Use (utility) & Weapon Training (Solid projectile) Talents: Resistance (Psychic Powers) Psy Rating (1)
Modifiers: +Intelligence, +Willpower, -Strength Traits: Mechanicus Implant Stare Into the Warp The character gains the "Psyker" Elite Advance Instant Changes Can no longer gain the Untouchable advance. Gain Insanity and corruption is you don't have the "Sanctioned" trait
Fate Threshold: (3) Fate points Replace the weak Flesh All Cybernetics are treated as 2 levels of availability lower
Wounds: (7) Skills: Awareness, Common Lore (Adeptus Mechanicus), Logic, Security, Tech-use

Talents

Weapons Training [Solid Projectile] Use listed weapon types without penalty T1
Resistance [Psychic Powers] Gain a +10 bonus on all tests to resist effects of the listed type T1
Ferric Summons Improving upon the his Lure Implant, the Acolyte can summon up to 2kg per point of WB, and can do so from 40m away T1
Strong Minded The Acolyte may re-roll an failed test to resist Psychic powers which effect his mind, though not those with a physical effect T2
Mechadendrite Use [Utility] Much like Weapon Training talents, the Acolyte may use mechadendrites of the listed type T2
Maglev Transcendence Learning better use of the maglev coils, the Acolyte can hover for 1d10+(TBx2) minutes. He can move his Run Speed (??) as a Half-move action and suffers no damage from falling. Each activation drains half the power, and therefore can only be used twice a day. T2

Skills

Known (+0) Trained (+10) Experienced (+20) Veteran (+30)
Tech-use ?? ?? ??
Awareness
Common Lore (Adeptus Mechanicus)
Logic
Security

Traits

Psyker
Mechanicus Implant

Vitals

Fate Points (3)
Armour total (?) Toughness bonus (4)
Wounds (11) Insanity 0 Corruption 5
XP Total: 1000
XP Free: 0

Psychic Powers

Psy Rating (1)
Psychic Disciplines Telekinesis Tree
Telekinetic Manipulation
Assail

Mutations


Equipment

Weapons:
- -
Gear:
- -
Cybernetics:
- -

Ammo Pouch:


Requisition Details:

Starting Equipment Source
- - Role
Starting Requisitions: Source
- - Starting

Back Story


Abilities cheat sheet:

Standard attack -
Standard damage -

Magnus Severn 10k

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