Cyrine

**Character Name:** Cyrine Ranieri  **Player Name:** Hopey  **Career Path:** Astropath Transcendent  **Rank:** 3  **Homeworld:** Void Born (Emperor's Legacy)  **Motivation:** Fortune **Nature:** Fixed  **Descriptio**n: Cyrine is tall and slender. It's hard to tell her age, could be early twenties all the up to mid thirties. Her hair is white, as is her skin. Her eyes... those are nonexistent, just empty, black holes that seem to stare right through who or whatever she's looking at. Her attire is modest, for the most part. She does wear a charm around her neck, along with another around her waist, on the outside of her cloak. The one around her neck is simple, seemingly a silver nugget with no real shape. The one around her waist is a chain of crystals with a small vial of dirt.

 **Weapon Skill:** 36  **Ballistic Skill:** 50  **Strength:** 31  **Toughness:** 31  **Agility:** 32  **Intelligence:** 43  **Perception:** 43  **Willpower:**52 <span style="font-family: 'Comic Sans MS',cursive;"> **Fellowship:** 27

<span style="font-family: 'Comic Sans MS',cursive;"> **Skills:** <span style="font-family: Comic Sans MS,cursive;">Awareness (Per) <span style="font-family: Comic Sans MS,cursive;">Ciphers (Astropath Sign) (Int) <span style="font-family: Comic Sans MS,cursive;">Common Lore (Adeptus Astra Telepathica) (Int) <span style="font-family: Comic Sans MS,cursive;">Deceive (Fel) <span style="font-family: Comic Sans MS,cursive;">Dodge (Agi) <span style="font-family: Comic Sans MS,cursive;">Forbidden Lore (Psykers) (Int) <span style="font-family: Comic Sans MS,cursive;">Forbidden Lore (Warp) (Int) <span style="font-family: Comic Sans MS,cursive;">Intimidate (Fel) <span style="font-family: Comic Sans MS,cursive;">Invocation (WP) <span style="font-family: Comic Sans MS,cursive;">Literacy (Int) <span style="font-family: Comic Sans MS,cursive;">Psyniscience (+20) (Per) <span style="font-family: Comic Sans MS,cursive;">Scholastic Lore (Cryptology) (Int) <span style="font-family: Comic Sans MS,cursive;">Scrutiny (Per) <span style="font-family: Comic Sans MS,cursive;">Secret Tongue (Rogue Trader) (Int) <span style="font-family: Comic Sans MS,cursive;">Speak Language (High Gothic, Low Gothic) (Int) <span style="font-family: Comic Sans MS,cursive;">Speak Language (Ship Dialect) (Int)

<span style="font-family: 'Comic Sans MS',cursive;"> **Talents:** <span style="font-family: Comic Sans MS,cursive;">Armour of Contempt <span style="font-family: Comic Sans MS,cursive;">Heightened Senses (Sound) <span style="font-family: Comic Sans MS,cursive;">Light Sleeper <span style="font-family: Comic Sans MS,cursive;">Melee Weapon Training (Primitive) <span style="font-family: Comic Sans MS,cursive;">Nerves of Steel <span style="font-family: Comic Sans MS,cursive;">Pistol Weapon Training (Universal) <span style="font-family: Comic Sans MS,cursive;">Psy Rating 4 <span style="font-family: Comic Sans MS,cursive;">Psychic Resistance <span style="font-family: Comic Sans MS,cursive;">Psychic Technique (x6) (4 new) <span style="font-family: Comic Sans MS,cursive;">Quick Draw <span style="font-family: Comic Sans MS,cursive;">Total Recall <span style="font-family: Comic Sans MS,cursive;">Warp Affinity

<span style="font-family: 'Comic Sans MS',cursive;"> **Starting Wounds:** 7 <span style="font-family: 'Comic Sans MS',cursive;"> **Insanity:** 5 <span style="font-family: 'Comic Sans MS',cursive;"> **Fate:** 4

<span style="font-family: 'Comic Sans MS',cursive;">**Telepathic Discipline** <span style="font-family: 'Comic Sans MS',cursive;"> **Activation Time:** Free Action <span style="font-family: 'Comic Sans MS',cursive;"> **Maintainable:** Yes <span style="font-family: 'Comic Sans MS',cursive;"> **Range:** 1km x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;"> **Focuse Power Test:** No <span style="font-family: 'Comic Sans MS',cursive;"> Power Scale: At Psy Rating 1-2, the psyker can only send or receive verbal communications but no images. At Psy Rating 3-4, the psyker can send or receive visual communcation as well, but all images will only be in black and white with a dream-like quality. At Psy Rating 5-6, any images will be crisp, clear, in colour, and accompanied by another sensory input - sound, taste, etc - ass appropriate. At Psy Rating 7+, the psyker sends so powerfully that any communication at higher than the Fettered Psychic Strength leve will come across as "shouting" unless carefully modulated. <span style="font-family: 'Comic Sans MS',cursive;"> **Technique Trees:** Communication, Domination

<span style="font-family: 'Comic Sans MS',cursive;">**Telepathic Communication Techniques**

<span style="font-family: 'Comic Sans MS',cursive;"> **Basic Technique:** Thought Sending <span style="font-family: 'Comic Sans MS',cursive;"> The psyker can send his thoughts into the minds of those around him. This can be a select group, either to individuals he can see, or minds he is familiar with within range, or a generalised broadcast to every mind within range indiscriminately at the psyker's discretion. Much of the mind's processes are still affected by the structure of language, so that if telepathy is attempted without a shared language it suffers a -20 penalty. Minds who do not wish to be open to such a communication can resist with an Opposed Willpoewr test.

<span style="font-family: 'Comic Sans MS',cursive;"> **Astral Telepathy** <span style="font-family: 'Comic Sans MS',cursive;"> **Focus Power Test:** Willpower <span style="font-family: 'Comic Sans MS',cursive;"> As part of the Soul Binding process, astropaths become able to send and reeive messages across vast distances using the warp as a medium. Using astro-telepathic abilities in this way requires careful concentration, meditation, and freedom from distraction, and so cannot be done "on the move," let alone during combat or strife. Transmitting a message over interstellar distances normally takes 1d5 hours (this may be adjusted at the GM's discretion based on the length and complexity of the message). <span style="font-family: 'Comic Sans MS',cursive;"> Astropathic communication in this way is a matter of sending and receiving messages that must themselves be encapsulated and encrypted lest they become lost in the war, hopelessly garbled, or worse yet, intercepted. As a result, messages sent over long distances are often 'packets' of information, akin in someways to letters or brief recordings from the real world absorbed and sent on their way to be (hopefully) caught and possibly relayed on by other astropaths to their intended destination. This process is not instantaneous. However, it is considerably faster than warp trave - an astropathic signal will cross a solar system in moments, across a subsector in hours, a sector in days and, if strong enough, a Segmentum in weeks and so on. <span style="font-family: 'Comic Sans MS',cursive;"> An astropath's "signal strength" - broadly how far in average conditions in the warp he may transmit clearly with a successful focused use of his power - is determined by his Psy Rating. After this distance, unless relayed on, the signal will sharply degrade, imposing a -20 penalty to understand per additional range bracket until it dissolves into nothingness. <span style="font-family: 'Comic Sans MS',cursive;"> Picking up an astropathic communication by its intended target within clear range is a Routine (+10) Psynicience Test for an astropath in a meditative state to receive one, and a Challenging (+0) test for one going about ordinary life, increasing to Hard (-20) if he is in life or death combat or other such distracting circumstances.

<span style="font-family: 'Comic Sans MS',cursive;">**Mind's Eye** <span style="font-family: 'Comic Sans MS',cursive;">**Focus Power Test:** None <span style="font-family: 'Comic Sans MS',cursive;">This technique allows the psyker to increase the range of all of his Telepathic communications (With the exception of Astrotelepathy) by a factor of 10. This, standard Telepathy would have a range of 10km x Psy Rating, Short Range Telepathy would be 100m x Psy Rating and so forth.

<span style="font-family: 'Comic Sans MS',cursive;">**Mind Link** <span style="font-family: 'Comic Sans MS',cursive;"> **Focus Power Test:** Willpower <span style="font-family: 'Comic Sans MS',cursive;"> **Range:** 1km x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;"> A successful focus power test allows the psyker to create a fettered strength telepathic communication link for a number of willing minds up to his Willpower Bonus at the same time. This technique does not require line of sight.

<span style="font-family: 'Comic Sans MS',cursive;">**Mind Probe** <span style="font-family: 'Comic Sans MS',cursive;">**Focus Power Test:** Opposed Willpower <span style="font-family: 'Comic Sans MS',cursive;">**Range:** 1m x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;">This Technique allows the psyker to peel back the layers of another's mind to read the basic surface thoughts and beyond. <span style="font-family: 'Comic Sans MS',cursive;">It takes 5 rounds of sustained effort to complete the mind probe. The psyker must win an Opposed Willpower Test to successfully establis the forced link to the target's mind. Each Round, the psyker digs successively deeper into the subject's consciousness. If the psyker wins the Opposed Willpower Test, he gleans certain information from the target's mind, depending on what level of contact he has achieved. If the psyker fails the Opposed Willpower Test, the probe is rebuffed, the technique fails, and the psyker suffers one level of Fatigue for every degree of failure. This is also not a gentle process, brute force is a factor, and the target will be aware that his mind is being plundered. However, the psyker retains any knowledge he received at each level he successfully attained. <span style="font-family: 'Comic Sans MS',cursive;">If the psyker wants to perform the Probe without the target's knowledge, then the psyker takes a -20 penalty to the Opposed Willpower Test and can only use this technique at the Fettered Psychic Strength.

<span style="font-family: 'Comic Sans MS',cursive;"> **Psychic Scream** <span style="font-family: 'Comic Sans MS',cursive;"> **Focus Power Test:** Willpower <span style="font-family: 'Comic Sans MS',cursive;"> **Range:** 5m x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;"> By focusing all of his will behind one massive psychic scream, the psyker can injure or even stun an opponent out to a range of 5m x Psy Rating. The psyker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Psy Rating) with the Shocking quality. The target suffers a penalty to his Toughness Test to resist Stunning equal to -5 times the psyker's Psy Rating. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the psyker's Psy Rating (rounding up).

<span style="font-family: 'Comic Sans MS',cursive;"> **Terrify** <span style="font-family: 'Comic Sans MS',cursive;"> **Focus Power Test:** Willpower <span style="font-family: 'Comic Sans MS',cursive;"> **Range:** 5m x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;"> By using his psychic abilities to intrude forcefully on another mind, the psyker assails his target with raw fear and horrific imagery. If the psyker succeeds at the Focus Power Test, the target is affected as if the psyker possessed the Fear (1) Trait. The psyker may increase the level of the Feat Trade by 1 for every 3 Psy Rating he uses in the Focus Power Test.

<span style="font-family: 'Comic Sans MS',cursive;"> **Telepathic Domination Techniques** <span style="font-family: 'Comic Sans MS',cursive;"> **Delude** <span style="font-family: 'Comic Sans MS',cursive;"> **Focus Power Test:** Opposed Willpower <span style="font-family: 'Comic Sans MS',cursive;"> **Range:** 1m x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;"> One of the simpler Telepathic tricks, Delude allows the psyker to subtly mask his intentions and manipulate others into reacting favourably to him for a short time. The psyker makes an opposed Willpower Test against the target. If the psyker succeeds, the target will find the psyker to be a person deserving of respect and react positively to any friendly overtures he makes. For as long as the psyker maintains this power, he gains a +30 bonus to all Interaction Skill Tests against the target. Note that this technique is not "mind control" as such and the psyker cannot force others to act against their better judgment, harm themselves, nor hide acts of overt hostility by the psyker.

<span style="font-family: 'Comic Sans MS',cursive;">**Compel** <span style="font-family: 'Comic Sans MS',cursive;">**Focuse Power Test:** Opposed Willpower <span style="font-family: 'Comic Sans MS',cursive;">**Range:** 5m x Psy Rating <span style="font-family: 'Comic Sans MS',cursive;">The next level of compulsion, this technique allows the psyker to force others to briefly act against their will. The psyker makes an Opposed Willpower Test against the target. If the psyker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include "Flee," "Fall," "Attack the closest target," and so forth. If the command is potentially suicidal, the target gets a +20 to his Opposed Willpower Test.

<span style="font-family: 'Comic Sans MS',cursive;">**Sensory Deprivation** <span style="font-family: 'Comic Sans MS',cursive;">**Focus Power Test:** Opposed willpower <span style="font-family: 'Comic Sans MS',cursive;">**Range:** 10m x Psy rating <span style="font-family: 'Comic Sans MS',cursive;">The psyker has learned how to block the messages of the target's senses. the psyker makes an Opposed Willpower Test against the target. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the psycker maintains the power plus 1d5 rounds. <span style="font-family: 'Comic Sans MS',cursive;">This power can also be used as a crude form of effective 'invisibility' allowing the psyker to pass unnoticed to sight or sound. the psyker selects a umber of targets equal to his Willpower Bonus and selects which single sense he wishes to suppress. this must be the same sense for each target. Each target must make an Opposed Willpower Test. Those that fail notice nothing out of the ordinary and the sensory information is successfully masked by the psyker until he stops maintaining the power.

<span style="font-family: 'Comic Sans MS',cursive;"> **Equipment** <span style="font-family: 'Comic Sans MS',cursive;"> Best-Craftsmanship Stub automatic <span style="font-family: 'Comic Sans MS',cursive;"> ..... Class: Pistol <span style="font-family: 'Comic Sans MS',cursive;"> ..... Range: 30m <span style="font-family: 'Comic Sans MS',cursive;"> ..... RoF: S/3/- <span style="font-family: 'Comic Sans MS',cursive;"> ..... Damage: 1d10+3 I <span style="font-family: 'Comic Sans MS',cursive;"> ..... Pen: 0 <span style="font-family: 'Comic Sans MS',cursive;"> ..... Clip: 9 <span style="font-family: 'Comic Sans MS',cursive;"> ..... Reload 2 Full <span style="font-family: 'Comic Sans MS',cursive;"> ..... Special: Reliable <span style="font-family: 'Comic Sans MS',cursive;"> Best-Craftsmanship mono-sword <span style="font-family: 'Comic Sans MS',cursive;"> ..... Class: Melee <span style="font-family: 'Comic Sans MS',cursive;"> ..... Range: - <span style="font-family: 'Comic Sans MS',cursive;"> ..... Damage: 1d10 R <span style="font-family: 'Comic Sans MS',cursive;"> ..... Pen: +2 <span style="font-family: 'Comic Sans MS',cursive;"> ..... Special: Balanced <span style="font-family: 'Comic Sans MS',cursive;"> Guard Flak Armour <span style="font-family: 'Comic Sans MS',cursive;"> ..... Locations Covered: All <span style="font-family: 'Comic Sans MS',cursive;"> ..... AP: 4 <span style="font-family: 'Comic Sans MS',cursive;"> Charm <span style="font-family: 'Comic Sans MS',cursive;"> Void Suit <span style="font-family: 'Comic Sans MS',cursive;"> Micro-bead <span style="font-family: 'Comic Sans MS',cursive;"> Psy-focus <span style="font-family: 'Comic Sans MS',cursive;"> ..... Crystal Chain containing a vial of earth from Holy Terra, +10 bonus on Invocation Skill Tests <span style="font-family: 'Comic Sans MS',cursive;"> Glow Globe <span style="font-family: 'Comic Sans MS',cursive;"> Data-Slate <span style="font-family: 'Comic Sans MS',cursive;"> Backpack <span style="font-family: 'Comic Sans MS',cursive;"> Clothing and Adornment (Common)

<span style="font-family: 'Comic Sans MS',cursive;">Rank 2 up to 9,999 <span style="font-family: 'Comic Sans MS',cursive;">Rank 3 up to 12,999

<span style="font-family: 'Comic Sans MS',cursive;"> **XP Spent:** 11000

<span style="font-family: Comic Sans MS,cursive;">Ciphers (Astropath Sign) (100) <span style="font-family: Comic Sans MS,cursive;">Deceive (200) <span style="font-family: Comic Sans MS,cursive;">Dodge (200) <span style="font-family: Comic Sans MS,cursive;">Forbidden Lore (Warp) (100) <span style="font-family: Comic Sans MS,cursive;">Intermediate Ballistic Upgrade +5 (750) <span style="font-family: Comic Sans MS,cursive;">Intermediate Perception Upgrade +5 (250) <span style="font-family: Comic Sans MS,cursive;">Psy Rating 3 (300) <span style="font-family: Comic Sans MS,cursive;">Psy Rating 4 (200) <span style="font-family: Comic Sans MS,cursive;">Psy Technique (x2) (400) <span style="font-family: Comic Sans MS,cursive;">Psy Technique x2 (400) <span style="font-family: Comic Sans MS,cursive;">Psychic Resistance (300) <span style="font-family: Comic Sans MS,cursive;">Psyniscience +10 (200) <span style="font-family: Comic Sans MS,cursive;">Psyniscience +20 (200) <span style="font-family: Comic Sans MS,cursive;">Scrutiny (200) <span style="font-family: Comic Sans MS,cursive;">Secret Tongue (Rogue Trader) (100) <span style="font-family: Comic Sans MS,cursive;">Simpe Intelligence Upgrade +5 (100) <span style="font-family: Comic Sans MS,cursive;">Simple Ballistic Upgrade +5 (500) <span style="font-family: Comic Sans MS,cursive;">Simple Perception Upgrade +5 (100) <span style="font-family: Comic Sans MS,cursive;">Simple Willpower Upgrade +5 (100) <span style="font-family: Comic Sans MS,cursive;">Total Recall (200) <span style="font-family: Comic Sans MS,cursive;">Trained Perception Upgrade +5 (500) <span style="font-family: Comic Sans MS,cursive;">Warp Affinity (500)

<span style="font-family: 'Comic Sans MS',cursive;"> **XP To Spend:** 2500

<span style="font-family: 'Comic Sans MS',cursive;"> **ORIGIN PATH** <span style="font-family: 'Comic Sans MS',cursive;"> Void Born -> Stubjack -> Duty Bound -> Calamity -> Fortune -> Astropath Transcendent

<span style="font-family: 'Comic Sans MS',cursive;">**VOID BORN** <span style="font-family: 'Comic Sans MS',cursive;">Characteristic Modifiers: -5 Strength; +5 Willpower <span style="font-family: 'Comic Sans MS',cursive;"> Speak Language (Ship Dialect) <span style="font-family: 'Comic Sans MS',cursive;"> Charmed: The void born are touched by the fickle powers of the warp, making them preternaturally lucky. Whenever a void born character spends a fate point (though not if he burns one), roll 1d10. On a roll of a natural 9, the Fate Point is not lost. <span style="font-family: 'Comic Sans MS',cursive;"> Ill-omened: Whether because of their strange looks, clannish ways, or unwholesome air, the void born are shunned and mistrusted by most. In addition, the void born are most likely to attract any negative attention that the party of Explorers creates - accusations of deceit in trade, disgruntled negotiators, mobs armed with stones, and so on. Because of this, void born characters suffer a -5 penalty on all Fellowship Tests made to interact with non-void born humans. <span style="font-family: 'Comic Sans MS',cursive;"> Shipwise: Birthed in the depths of a voidfaring craft, the void born have a natural affinity for such vehicles. As a result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are untrained Basic Skills (instead of Advanced Skills) for void born characters. <span style="font-family: 'Comic Sans MS',cursive;"> Void Accustomed: Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity. They are immune to space travel sickness. In addtion, zero- or low-gravity environments are not considered Difficult Terrain for void born characters. <span style="font-family: 'Comic Sans MS',cursive;"> Starting Wounds: Void born characters double their starting Toughness Bonus and add 1d5 to the result to determine their starting number of Wounds. <span style="font-family: 'Comic Sans MS',cursive;"> Starting Fate Points: Roll 1d10 to determine a void born characters starting Fate Points. On a 1-5, he begins with 3 fate points, on a 6-10, he begins with 4 Fate Points. (3 fate points)

<span style="font-family: 'Comic Sans MS',cursive;">**STUBJACK** <span style="font-family: 'Comic Sans MS',cursive;">Effect: You gain the Quick Draw Talent and gain Intimidate as a trained Basic Skill. You gain a bonus of +5 to your choice of Weapon Skill or Ballistic Skill but you suffer both -5 Fellowship and 1d5 Insanity Points. (5 on the roll)

<span style="font-family: 'Comic Sans MS',cursive;">**DUTY BOUND** <span style="font-family: 'Comic Sans MS',cursive;">Effect - Duty to the Throne: You gain +3 Willpower and (if you meet the WP 40 prerequisite) the Armour of Contempt Talent. You suffer a -10 penalty to Interaction Skill Tests when dealing with any source outside of the Imperium (e.g., aliens and traitors).

<span style="font-family: 'Comic Sans MS',cursive;">**CALAMITY** <span style="font-family: 'Comic Sans MS',cursive;">Inured to Adversity: You gain the Light Sleeper Talent and your choice of the Hardy Talent or Nerves of Steel Talent. <span style="font-family: 'Comic Sans MS',cursive;"> Echo of Hard Times: Thanks to the adversities of the past and a sense of priority that promotes caution and the needs of the present over acquisition and risk, you reduce your group's starting Profit Factor by -1

<span style="font-family: 'Comic Sans MS',cursive;">**FORTUNE** <span style="font-family: 'Comic Sans MS',cursive;">Effect: +1 Fate Point

<span style="font-family: 'Comic Sans MS',cursive;">**ASTROPATH TRANSCENDENT** <span style="font-family: 'Comic Sans MS',cursive;">Soul-Bound to the Emperor: An Astropath Transcendent is soul-bound to the Emperor during a complex ritual on Terra. An Astropath Transcendent gains +20 to his Willpower when resisting a possession, in any opposed Will Power Test against a daemon, or whenever making a Willpower Test to resist any Talent, Psychic Power, special ability, or other effect originating from a daemon. An Astropath Transcendent rolls an additional d10 when rolling on the Perils of the Warp table and may discard any one d10 for a more favourable result <span style="font-family: 'Comic Sans MS',cursive;"> Psychic Power: An Astropath Transcendent begins play with access to techniques from the telepathic Discipline. Astropath Transcendent characters also begin play with the technique Astral Telepathy and may select two additional techniques from the Telepathic Discipline. Astropath Transcendents begin with a Psy Rating of 2 <span style="font-family: 'Comic Sans MS',cursive;"> See Without Eyes: An Astropath Transcendent is blind yet at the same time has a strange ability to perceive without using his physical senses. An Astropath Transcendent is functionally treated as if he can see normally (including seeing colours and being limited by walls, etc.). However, Astropath Transcendents are not affected by effects that target their vision, such as blind grenades and cameleoline. They are, however, completely incapable of seeing Untouchables.