Inquisitor Magnus Severn (20,000xp)
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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 (5) 50++ (3) 30
Intelligence Perception Willpower Fellowship Influence
(8*) 60++++ (3) 30 (6) 63++++ (2) 25 (7) 75

Homeworld, Background & Role

Void Born Adeptus Mechanicus Mystic Psyker Inquisitor
Homeworld Aptitudes: Intelligence Background Aptitudes: Tech Role Aptitudes: Defence, Knowledge, Perception, Willpower, [Toughness] Elite Advance Aptitudes Psyker Elite Advance Aptitudes Leadership
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 (5) Talents Peer (Inquisition)
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 Skills Forbidden Lore (The Horus Heresy and the Long War)
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
Weapon Tech T1
Peer [Ad Mech] T1
Peer [Inquisition] T1
Armour Monger T2
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
Prosanguine 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
Favoured by the Warp T3
Bastion of Iron Will T3
Warp Lock T3
Infused Knowledge T3

Elite Advance Talents

Jack Of All Trades T2
Master of All Trades T3

Skills

Known (+0) Trained (+10) Experienced (+20) Veteran (+30)
Common Lore (Adeptus Mechanicus) Tech Use
Common Lore (Adeptus Arbites)
Common Lore (Adeptus Astartes)
Common Lore (Adeptus Astra Telepathica)
Common Lore (Adeptus Sororitas)
Common Lore (Askellon Sector)
Common Lore (Chartist Captains)
Common Lore (Collegia Titanicus)
Common Lore (Ecclesiarchy)
Common Lore (Imperial Creed)
Common Lore (Imperial Guard)
Common Lore (Imperial Navy)
Common Lore (Imperium)
Common Lore (Navigators)
Common Lore (Planetary Defence Forces)
Common Lore (Rogue Traders)
Common Lore (Schola Progenium)
Common Lore (Tech)
Common Lore (Underworld)
Common Lore (War)
Forbidden Lore (The Warp)
Forbidden Lore (Archaeotech)
Forbidden Lore (Inquisition)
Forbidden Lore (The Horus Heresy and the Long War)
Scholastic Lore (Astromancy)
Scholastic Lore (Judgement)
Scholastic Lore (Legend)
Scholastic Lore (Occult)
Scholastic Lore (Philosophy)
Scholastic Lore (Beasts)
Scholastic Lore (Bureaucracy)
Scholastic Lore (Chymistry)
Scholastic Lore (Cryptology)
Scholastic Lore (Heraldry)
Scholastic Lore (Imperial Warrants)
Scholastic Lore (Numerology)
Scholastic Lore (Tactica Imperialis)
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Deceive
Dodge
Inquiry
Interrogation
Intimidate
Logic
Medicae
Parry
Psyiscience
Scrutiny
Security
Sleight of Hand
Stealth
Survival
Trade (Armourer)
Trade (Loremancer)

Traits

Psyker
Mechanicus Implant

Vitals

Fate Points (3)
Wounds (11) Insanity 22 Corruption 9

Armour & Toughness

Head (10*)
Arms (11*) Body (11*) Arms (11*)
Legs (11*)
Toughness bonus (5)
  • Augmented by Armour Monger talent

Experience

XP Total: 20,000
XP Free: 4500

Psychic Powers

Psy Rating (5)
Psychic Disciplines Telekinesis Tree Divination Tree Telepathy Tree
Telekinetic Control Warp Perception Telepathic Link
Assail Prescience
Telekine Shied Scrier's Gaze
Telekine Dome Foreboding
Gate of Infinity
Vortex of Doom

Mutations


Equipment

Weapons:
- -
Armour:
Praetor Armour (Best) Grants (7) AP to All Locations
Gear:
- -
Cybernetics:
Augur Array
Autosaguine
Cerebral Implant (Best) Grants Unnatural Intelligence (2) and a +20 Bonus to all Logic and Lore tests
Cranial Armour Adds (1) AP to the Head location, which stacks with all other armour
Ferric Lure Implants
Interface Port While connected to a relevant mechanism or data pool, gain a +10 Bonus to all Common Lore, Inquiry, and Tech-use tests
MagLev Coils
Memorance Implant Grants a +10 Bonus to Trade (Loremancer) tests
Mind Impulse Unit
Subskin Armour Adds (2) AP to the Arms, Body & Leg locations, which stacks with all other armour
Mechadendrite []

Ammo Pouch:


Requisition Details:

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

Back Story


Abilities cheat sheet:

Standard attack -
Standard damage -
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