Jonatan

=** Character **= Age ................ 39 Gender ........... Male Home World ... Schola Progenium Career Path .... Arbitrator Ascension ...... Judge Background .... Calixian Pattern Killings Rank .............. Justicar Build .............. Fit Height ............ 1.90 m Weight ........... 100 kg Skin Color ...... Ruddy Hair Color ....... Grey Eye Color ....... Blue Handedness ... Right Quirk ............. Make-up Divination "Die if you must, but not with your spirit broken"
 * Name ............. Jonatan Wake

"Those hiding in the shadows, those who prey on the Emperor's good citizens, they believe that what we do is to harm them. To hate them and destroy them. But they're wrong. We do this not because we can, but because we must. We hold the line from unrest and anarchy as much as the priest save the souls of men and the adepts of mars keep the gears of the city turning. To punish the scum is our prayer. To strike into the hives of gangers and mutants is our penitence. This is our work. This is our duty." -Jonathan Wake, Arbite Judge ||

//**-We determine the-**// //**-guilty. We decide-**// //**--the punishment.--**//

|| ||

=**Stats**= //Wounds//: 14 Total / 18 Remaining //Fate Points//: 4 Total / 4 Remaining // Throne Gelts: // 36 //Monthly Income//: 126 //Fatigue//: 0 //Initiative//: 8+1d10
 * **Weapon Skill** || **Ballistic Skill** || **Strength** || **Toughness** || **Agility** || **Intelligence** || **Perception** || **Willpower** || **Fellowship** ||
 * = 44 ||= 51 ||= **4**0 ||= **5**3 ||= **4**2 ||= **63** ||= **5**0 ||= **4**6 ||= **5**1 ||
 * ~ Movement ||~  ||~   ||
 * Half Move || Full Move || Charge || Run || Base Leap || Base Leap ||
 * 4 || 8(+4) || 12 || 24(x2) || 4 meters || 80 cm ||

Insanity ...... 2 points Degree: none
 * ~  ||~ Lifting ||~   ||
 * Carry || Lift || Push ||
 * 56 || 112 || 225 ||

Corruption .. 0 points Degree: none

Experience 24800 / 25275 XP spent | 475 unused

=**Skills and Talents**= Barter Carouse Charm Climb Command Concealment Contortionist Deceive Disguise Dodge Evaluate Gamble Inquiry Intimidate Logic Scrutiny Search Silent Move Swim Common Lore (Administatum) Common Lore (Ecclesiarchy) Common Lore (Imperial Creed) Common Lore (Imperium) Common Lore (War) Scholastic Lore (Philosophy) || Per Fel T Fel S Fel Ag Ag Fel Fel Ag Int Int Fel S Int Per Per Ag S Int Int Int Int Int Int || +20 - Trained +30 +20 +30 Trained +20 Trained Trained +20 - - +30 +10 +10 +10 +30 Trained +20 Trained - - Trained - - || Basic Training (SP) Basic Training (Las) Basic Training(Launcher) Basic Training (Bolt) Pistol Training (SP) Pistol Training (Las) Melee Training (Primitive) Melee Training (Shock) Melee Training (Power) Exotic Training (Webber) Ambidextrous Quick Draw Rapid Reload Light Sleeper Leap Up Double Team Peer (Adeptus Arbites) Decadence Nerves of Steel Heightened Senses (Hearing) Heightened Senses (Sight) Heightened Senses (Touch) Deadeye Shot Resistance (Psychic Powers) Strong Minded Total Recall Resistance (Fear) Insanely Faithful Unshakable Faith Talented (Charm) Talented (Search) Talented (Interrogation) Talented (Inquiry) Talented (Command) Arms Master Air of Authority Iron Discipline Lightning Reflexes Independent Targeting Hip Shooting Step Aside Hard Target Imperial Authority Hammer of Heretics Inquisitorial Acolyte Sterilization Drug Indomitable Fortitude (Diehard, Hardy, Iron Jaw, Resist cold, heat, poison,True Grit) pg 108 Charismatic Mastery (Blather, Charm, Command) || Speak (Low Gothic) Speak (High Gothic) Acrobatics Blather Literacy Lip Reading Common Lore (Arbites) Common Lore (Underworld) Common Lore (Imperium) Scholastic Lore (Cryptology) Scholastic Lore (Judgement) Forbidden Lore (Heresy) Forbidden Lore (Inquisition) Tracking Navigation (Surface) Tech Use Interrogation Ciphers (Arbites) Ciphers (Underworld) Ciphers (Inquisition) Ciphers (Ordo Xeno) Secret Tongue (Acolyte) Secret Tongue (Inquisition) Secret Tongue (Ordo Xeno) Drive (Ground Vehicle) Shadowing Security || Int Int Agi Fel Int Per Int Int Int Int Int Int Int Int Int Int Wp Int Int Int Int Int Int Int AG AG AG || Trained +10 +20 +20 +20 Trained +20 +10 Trained +10 +10 +10 Trained +20 Trained +10 +30 +10 Trained +10 Trained Trained Trained Trained +10 Trained Trained || //Traits// Schola Education A Progeny's mind is the product of years of careful instruction in the fundamentals of knowledge and learning
 * //Basic Skills// ||  ||   || //Talents// || //Advance Skills// ||   ||   ||
 * Awareness
 * Effect**: Lore( Administratum, Ecclesiarchy, Imperial Creed, Imperium, War) and Scholastic Lore (Philosophy) are basic skills

Skill At Arms All progena are instructed by grizzled drill abbots in the arts need to defend the Emperor's truth and, no matter what their calling, all are willing and able to shed blood if needed
 * Effect:** Begin with Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), And Pistol Training (Las or SP) talents

Sheltered Upbringing Despite their extremely well-rounded education, the progena are largely ignorant of the Imperum's worse elements, breeding a disdain they can't ever seem to manage to hide.
 * Effect:** You take -10 penalty on all Charm, Command, Deceive and Scrutiny tests when Dealing with the worst of examples of humanity (cultist, traitors, narco-addicts, gutter scum, mutants, and the like)

Tempered Will The harsh methods of the Schola Progenium chiefly aim to forge the most crucial weapon a servant of the Emperor has: an unbending will.
 * Effect:** Whenever you would attempt a Very Hard (-30) Willpower test, you only take -20 penalty for your characteristic instead of the normal -30

=**Equipment**=

//Ranged W////eapons//
Type: Basic Damage: 1d10+9 Impact Penetration: 0 Reload: 2 Full turns Rate of Fire: S/2/- Weight: 7.5kg Range: PB 3 / S 15 / M 60 / L 90 / E 120 Clip: 14 Special Rules: Reliable Scatter Mods: Fire Selector
 * ~  ||~ Vox Legi pattern Combat Shotgun ||~   ||
 * Best Quality Craftsmanship

Ammo: 4 clips (56 shells) || Description: The traditional weapon of the arbites, a high caliber shotgun designed for intimidation and uncompromising damage. When used in melee it counts a club, and as a full action the player may load a single shell of the player's choice to fire next turn.

Jon's Combat Shotgun is modified with an multi-magazine design to allow for using different types of ammo in missions, and extend time between reloading in a protracted campaign

Across the stock, the phase "No servant of the Emperor dies unavenged" is written. || ||

Damage: 1d10+3 Impact Penetration: 0 Reload: Full Rate of Fire S/3/- Weight 1.7kg Range: PB 3 / S 15 / M 60 / L 90 / E 120 Clip: 11 Special Rules: Reliable
 * ~  ||~ Ius Automatic ||~   ||
 * Type: Pistol

Ammo: 3 clips (33 bullets) || Description: The solid and dependable pistol used by arbites all across the sector. Used as a back up weapon to the combat shotgun, it is a no less dangerous weapon to the scum of any hive.

Jon's automatic is no different from any other of it's kind beyond the wear of duty. He keeps it in a holster on his belt at almost all times, in dress uniform or in combat. At public events it is the only weapon beside his club he can keep "openly", and it has prevented riots from breaking alone on a few occasions. || ||

Damage: 1d10+5 Explosive Pen: 4 Reload: Full RoF S/2/- Weight 3.5 kg Range: PB 3 / S 15 / M 60 / L 90 / E 120 Clip: 8 Special Rules: Tearing
 * ~  ||~ Bolt Pistol ||~   ||
 * Type: Pistol

Ammo: 4 clips (32 bolts)

Mod: Ammo Selector || Description: The venerable and iconic bolt pistol, a sign of status that is held by either those live long enough to earn on the battlefield or just rich enough to buy one. Although not as powerful as those used by the Adeptus Astartes, these weapons are famous for their terrifying firepower, easily able to rip in half whomever it is leveled at.

The bolt pistol is a symbol of the Imperium, overwhelming strength, bluntness, and unforgiving brutality. Which makes it perfect to be carried as a weapon of a judge. Although Jon still carries his Ius, having it is a sign of his rank strikes fear in the scum. Or so he's been told.

It hangs from a very nice leather holster on his belt, and has "Judgement" written on its side || ||

Damage: 1d10+3 Impact Penetration: 0 Reload: 2Full RoF: S/-/- Weight: 2.5kg Range: PB: 3 / S 8 / M 30 / L 45 / E 60 Clip: 1 Special Rules: Reliable Scatter Mod: Compact
 * ~  ||~ Shotgun ||~   ||
 * Type: Basic

Ammo: 10 Shells || Description: A single shot shotgun originally made to clear the narrow corridors of the underhive, the Ulsic pattern Shotgun are compact to allow for easy carry, maneuverability, as well as concealment.

Jon had taken one of these weapons as a surprise attack that he could hide on his person while it still hold a heavy punch. He has carried it in dangerous company of both the underhive scum and those who inhabit the hive spires.

The shotgun is stored in a harness on Jon's side to allow him to grab it quickly from it's hidden spot. The end of the barrel is scorched. The arbite has used exterminator shells before. || ||

Damage: 1d10+4 Energy Penetration: 0 Reload: Full RoF S/3/5 Weight: 7.5k Range: PB 3 / S 50 / M 200 / L 300 / E 400 Clip: 60 Special Rules: Reliable Variable Settings
 * ~  ||~ Lasgun ||~   ||
 * Type: Basic

Ammo: 3 Charge Pack 2 Hot-Shot Charges

Mods Red Dot Sight Overloaded Charge Auxiliary Grenade Launcher || Description: The lasgun is the most abundant weapon in the Imperium, used in almost every front against its enemies.

A trade in for the lasgun found at Toxic falls, this Cadian-pattern lasgun is one of the most recognizable pattern and most common found in the battles of the Imperium. Due to being made in almost every Forge World, they enviably can be found in Arbite arsenal in those times were range and tact are more necessary than the combat shotgun can provide.

UPGRADED! || ||

Damage: * Penetration: * Reload: Full RoF: S/-/- Weight: +2.5 Range: PB 3 / S 23 / M 90 / L 135 / E 180 Clip: 1 Special: *
 * ~  ||~ Auxiliary Grenade Launcher ||~   ||
 * Type: Basic


 * See ammo profile

Ammo: 3 Frags 3 Choke Gas || Underslung to the lasgun, the Auxiliary Grenade Launcher is a versatile weapon that uses a variety of rounds, useful for firing crippling smoke, flash bangs, and plain old explosives at long range.

Boom. || ||

Damage: 2d10 Explosive Penetration: 0 Weight: .5 kg Range: PB 3/ S 5 / M 18 / L 27 / E 36 Special Rules Blast (4)
 * ~ Frag Grenade ||~ Choke Gas ||~ Blind Grenade ||~ Photon Flash ||~ Hallucinogen ||~  ||~   ||
 * Type: Thrown

Quantity x3 Grenade Rounds x2 Thrown

Plan B || Type: Thrown Damage: Special Penetration: 0 Weight: .5 kg Special Rules: Blast (1d10+3)

Any hit must make a Toughness test each turn in the gas, or gain a fatigue. The effect ends 1d10 rounds after leaving. 4 DoF takes 1d10 temp Toughness damage.

Quantity: 3 Grenade rounds || Type: Thrown Damage: - Penetration: 0 Weight: .5 kg Special Rules: Smoke

Quantity: 2 Thrown || Type: Thrown Damage: Special Penetration: 0 Weight: .5 kg

Anyone in 15 meters takes a Toughness test or is blind for 1d5 rounds

Quantity: 4 Thrown || Type: Thrown Damage: Special Penetration: 0 Weight: .5 kg

Anyone in 10 meters takes a (-10) Toughness test or becomes delusioned. This lasts 1d10 rounds.

Quantity: 3 Thrown || Warning: Pull this bit, throw the other one ||

//Melee Weapons//
Low Power Setting: Damage: 1d10 Impact Penetration: 0 Special Rules: Shocking
 * ~  ||~ Power Maul ||~   ||
 * Type: Melee (Power)

High Power Setting: Damage: 1d10+5 Impact Penetration: 5 Special Rules: Power Field

Weight 3 kg || Description: The be-all and end-all solution to riots, disent, heretics, mutants, and recidivist.

A step up from its cousin the shock maul, the power maul is both a great tool for suppression and a disheartening weapon of war. Its mere presence is enough to deter rebellion in lesser scum, and can crush even the toughest with a single blow. The Power Maul has two setting: at low power the weapon acts like any regular shock maul, but when turned to high power the energy surging through it can break through all but the toughest armor and pulp the target's innards. Such versatility makes it ideal for the arbite on patrol in the underhive.

Jon has used power mauls before, but due to his traveling across sectors has never seen the need to keep them and just returns them to the armory once he's done. Now that he works for the inquisition, he can no longer count on a connection to the Arbitrator armory. It also better signifies his rank as a judge, although that's not always a good thing. || ||

Damage: 1d10 Impact Penetration: 0 Weight: 2kg Special Rules: Primitive || Description: Apply directly to the forehead
 * ~  ||~ Club ||~   ||
 * Type: Melee

As much as a symbol to the Adeptus Arbites as it is a practical tool for suppressing rioters and beating the head in of scum. Jon prefers the stunning capabilities of a shock maul to the plain baton, but when a riot breaks out and order is lost in the hive, it can provide the force needed to bring back peace. || ||

Damage 1d5-1 Impact Penetration: 0 Weight: .5kg Special Rules: Primitive || Description: While at the bottom on a very long list of weapons you would want to use in a fight, it's still better than your bare fists.
 * ~  ||~ Brass Knuckles ||~   ||
 * Type: Melee

A favorite weapons of choice of many arbites when dealing out punishments/beatings, Jon keeps them around for intimidation more so than fighting.

The symbol of the Adeptus Arbites is etched into the face of the knuckles. || ||

Damage: 1d5 Rending Penetration: 2 Range: 3m Weight: .5kg Special Rules: - Mods: Mono-blade || A balanced blade made to face any situation, able to be used both in melee, utility, and as a throwing weapon in a pinch.
 * ~  ||~ Knife ||~   ||
 * Type: Melee/Throw

Jon had once thought that knives were the weapons of gangers and thieves, shivs to be planted in the back of their targets. However, during his campaign against the heretic Croscask and his thick skinned mutant gang, Jon learned the value of keeping a bladed weapon. He keeps it hidden under his uniform, for when he needs it.

The knife handle is worn from use, but the blade is sharp || ||

Damage 1d10-1 Impact Penetration: 0 Weight 1.5kg Special Rules: Shocking || A inconspicuous gadget little bigger than a finger turns into a crippling weapon with the flick of the wrist. Able to stun whoever had the misfortune of being hit by it, but is lighter and smaller than a shock maul thought it does lose some striking power. However, it does not have the sustainability of the shock maul, having only five charges before needing recharging.
 * ~  ||~ Orthlack "Grudge" pattern Extendable Shock Baton ||~   ||
 * Type: Melee (shock)

Like much of his equipment, Jon uses the shock baton due to it's size and weight allowing him to easily move from one place to another, unlike his armor or combat shotgun which he must carry via a case. Should he require the hitting power of a real shock maul, his access to the arbitrator armories is a powerful tool. || ||

// **Armour** // Body Armor Points: 4 Weight: 1 kg || A torso covering body armor that provides protection through a fiber like material made from several cells of thermoplas cells. This allows for a lightweight and slim armor that still provides protection to it's wearer.
 * ~  ||~ Mesh Vest ||~   ||
 * Position:

Thanks to taking up little space, Jon wears the protective vest under his dress uniform when he cannot access his carapace armor. It is a vital piece of equipment in those public events that he would never leave the fortress without. That it has saved him in an ambush before only cement its necessity to him.

Alongside being a stark black color and has the Adeptus Arbite logo on the shoulder, it also has straps across it's front that is normally used to hold additional magazines, Jon uses it to hold his knife. || ||

Head Body Arms Legs Armor Points: 6 Weight: 15kg || The sight of the Adeptus Arbites is nothing without the carapace plates that form their trademark armor, which strikes fear into the scum and gangers of the underhive and demands respect from it's citizens. It's interlocking plates not only protects the user, but holds a collection of equipment.It uses a series of mag strips to hold on to weapons and ammunition, including a large one across the back which can hold a single basic weapon of 10kg or less. The helm comes with a microbead, can be sealed airtight to the torso with mountings for a rebreather, and the lens negate flash grenades. The gloves also counts as recoil gloves.
 * ~  ||~ Arbites **Judge** Carapace Armour ||~   ||
 * Position:

Jon's armor had been in his use for almost as long as his career as an arbite. Though he has joined the rank of judge long ago, he prefers the more practical armor due to his traveling from system to system where his skills are needed (and now to chase down a serial killer), with it's weight allowing for easier storage and moving.

While the armor is largely the same as those used by the peacemakers, the helm and shoulders are trimmed with gold to denote his rank.Since his official induction into the Inquisition, Jon has added some proper Judge identifiers (including a twin-headed eagle on top of his helmet) to better cement his authoity where he may be sent, but they are thankfully to him removeable. || ||

Body Arms Armor Points: +1 Weight: 1 kg || A coat made of ballistic cloth that is worn over the carapace armor of an arbitrator as a way to protect the armor from the elements, as well as offering a minor boost in protection.
 * ~  ||~ Ballistic Cloth Surcoat ||~   ||
 * Position:

As expected, this surcoat is marked in the icons of the Adeptus Arbite and the Schola Progenium. It is colored red and black with gold trim. || *See profile picture. See that longcoat? That's it*
 * Yes I know this is lazy. Deal with it* ||

Body Held Arm Head (moving) Legs (stationary) Armor Points:+4 Weight: 4 kg || Riot shields are a common sight in the arbite armory, as their use is vital for protecting the user when the situation has turned dire and the bullets start to fly. The Imperium's criminal element are not short of heavy weapons, nor do the enemies of Mankind.
 * ~  ||~ Synford Pattern Lockshield ||~   ||
 * Position:

Your standard arbite riot shield comes equipped with an armour glass window, a firing port which allows the user to fire a basic weapon without penalty, a powered vox hailer, and magstrips. This particular pattern also allows the shields to lock together in a wall, and its greater high can protect the arbire's head on the move and can legs when stationary.

If you see Jon take this out, you've screwed up at some point || ||


 * = Placement ||= Head ||= Left Arm ||= Right Arm ||= Body ||= Left Leg ||= Right Leg ||
 * Hit Chance ||= 1-10 ||= 21-30 ||= 11-20 ||= 31-70 ||= 71-85 ||= 86-100 ||
 * = Armor Point ||= 6 ||= 7 ||= 7 ||= 7 ||= 6 ||= 6 ||
 * Type || Carapace || Carapace || Carapace || Carapace || Carapace || Carapace ||

**// Gear //**
(Good) Uniform Description: Jon's dress uniform, always clean and pressed. Mostly black with a white undershirt, rank noted on the shoulders, Arbite badge on the chest, and Schola graduate pin on the collar.While Jon has earned several medals, he does not wear them unless he has too, preferring to lay himself humble to the Emperor (and not wanting a potential shrapnel hazard) Weight 1 kg

Injector Description: A steel tube with a plastic window and a small needle at the end. When in danger that even Jon can't handle, it's nice to have something on hand for the pain. Don't worry, it's clean. With: 3 doses of Stimm - kg

Arbites ID Name: Jonatan B. Wake Rank: Judge ID Code: 2716-230-3438 Includes the authority of an Arbite "I swear, I had a cold when they took that picture" - kg

Badge of Office Description: The proof of the connection to the Inquisition. This badge takes the form of a security card with a set of special codes and a hidden hologram ID - kg

Chrono Description: A metal case Chrono with a grox leather strap. Comes with a stopwatch and glows in the dark. - kg

Flask of Amasec Description: A brass colored flask about the size of Jon's hand. Comes with a top that can be used as a shot glass if you're not inclined to drink straight from the bottle. Don't bother asking for any. Don't refuse if he offers. -kg

3x Manacles On the of f chance you take a criminal alive. 3 kg

Respirator Description: An Arbite issued respirator, a hard plastic casing that covers the mouth and nose which can mount to the helm or be worn with a strap that runs across the back of the head .5 kg

Photo-Visors Description: I can see in the dark! This model is can be integrated into Jon's arbite helmet, or be worn by themselves like a pair of shades. .5 kg

Lamp Pack Description: For lighting up dark rooms. This Arbite issue Lamp Pack can clip to wherever it's needed, such as on an Arbitrator's helm or riot shield. And can be used as a makeshift club, as all Arbite issue equipment can. .5 kg

Microbead Known Vox channels: Adeptus Arbites Arbite Command Arbite Crime Feed Protectorate Enforcer Crime Feed Mockingbird The Gloom Haunt Tricore - kg

Pict-visors An Arbite issued set of pict visors, traded in from the ones Jon liberated from Toxic falls. Made specifically to be able to fit over the Arbite Carapace helm, it allows arbite to hunt gangers and scum hiding in the dark shadow of the hive, while still providing the protection against flash bangs offered by the arbite helm. .5 kg

mechanicus, the logic engines of a Cogitator can perform a number of actions involving problem solving, moving through large amounts of data, or fact finding. This model can be moved, but isn't as powerful.
 * ~ Personal Cogitator System ||~  ||
 * An item often associated with the

Gives a +10 bonus on Literacy, Logic, and Lore tests that involves comparing or sifting through large amount of data from data slates. || ||

Executioner Shells: Powerful shells used by judges as well as other high ranking arbites, executioners round provide an extra level of stopping power and penetration, giving +4 damage and +1 pen to the weapon used. But more impressively is the miniaturized propulsion and stabilization systems that allow the shell to home in on the arbite's target, allowing rerolls of tests at short or medium range and ignores cover. However the delicate nature of the shells prevents them from being fired in semi-auto or auto mode

Do to the rarity and quality of the rounds, Jon keeps them in a special magazine like hard case that he stores on himself, which with a push of a button eject a single shell at a time.

Tactical Speed: 20 m Cruising Speed: 80 kph Manoeuvrability: +11 Size: Hulking
 * ~ Assault Bike ||~  ||~   ||
 * Type: Ground vehicle

Structural Integrity: 20 Armour: Front 16, Side 16, Rear 16 Crew: Driver

Carrying Capacity: Personal gear in side-mounted saddlebags. ||  ||  ||

Rented Gear: Cilixius Survival Kit Tent Medkit Stummer Disguise Kit

Full Combat Weight: 41.7 kg

=** Hist **** ory **=

Jonatan had been very young when he had been brought to the Schola, too young to remember what planet he had been born on, let alone which hive, or what his parents looked like. He had been told they were assigned to a research station in the far edges of the sector, to do the Emperor's work as required of them. He had given up trying to find them long before his graduation from the college. Every waking moment was spent training him to be the best of the best, to be His and humanity's servant. He heard of the unrest and heresy that plagued the Imperium, and a sense of justice swelled up inside him. He knew he would become a part of the Adeptus Arbites, and when he left the Schola Progenium he vowed to be one of its finest.

He was assigned to any system that need him, bringing order where he went. Where he struck into the heart of the scum and heretics was shattered as he brought justice to the system's hives. He was showing promise, he saw the high title of Lord Marshall in his future. But there was one case that changed that. A grisly murder, victim posed like obscene puppets, taunting messages written in blood. It stuck to him, an afterimage burned in his mind. He tried to bring the killer to justice, but the killer never brought his ugly head above again. He thought it was over, until he looked into the archives for clues on a whim. It was not the first time. It was not even the tenth time. Murders with the same traits spread across years and entire systems, a pattern just out of sight. While Jonatan would solve other cases and take other victories, this killer would become his obsession. He would jump from planet to planet, searching for clues and witnesses, reading through every archive and data slate at hand. Chasing after the murderer like a hunter after an allusive prey, a prey that is as dangerous as him.

He now crosses his fate with the Inquisition, hoping to find the answers though the vast resources the inquisitors provide, and end this hunt.

Character sheet: