Character Name: Cyrine Ranieri Player Name: Hopey Career Path: Astropath Transcendent Rank: 3 Homeworld: Void Born (Emperor's Legacy) Motivation: Fortune Nature: Fixed Description: 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.
Talents: Armour of Contempt Heightened Senses (Sound) Light Sleeper Melee Weapon Training (Primitive) Nerves of Steel Pistol Weapon Training (Universal) Psy Rating 4 Psychic Resistance Psychic Technique (x6) (4 new) Quick Draw Total Recall Warp Affinity
Starting Wounds: 7 Insanity: 5 Fate: 4
Telepathic Discipline Activation Time: Free Action Maintainable: Yes Range: 1km x Psy Rating Focuse Power Test: No 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. Technique Trees: Communication, Domination
Telepathic Communication Techniques
Basic Technique: Thought Sending 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.
Astral Telepathy Focus Power Test: Willpower 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). 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. 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. 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.
Mind's Eye Focus Power Test: None 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.
Mind Link Focus Power Test: Willpower Range: 1km x Psy Rating 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.
Mind Probe Focus Power Test: Opposed Willpower Range: 1m x Psy Rating This Technique allows the psyker to peel back the layers of another's mind to read the basic surface thoughts and beyond. 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. 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.
Psychic Scream Focus Power Test: Willpower Range: 5m x Psy Rating 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).
Terrify Focus Power Test: Willpower Range: 5m x Psy Rating 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.
Telepathic Domination Techniques Delude Focus Power Test: Opposed Willpower Range: 1m x Psy Rating 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.
Compel Focuse Power Test: Opposed Willpower Range: 5m x Psy Rating 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.
Sensory Deprivation Focus Power Test: Opposed willpower Range: 10m x Psy rating 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. 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.
Equipment Best-Craftsmanship Stub automatic ..... Class: Pistol ..... Range: 30m ..... RoF: S/3/- ..... Damage: 1d10+3 I ..... Pen: 0 ..... Clip: 9 ..... Reload 2 Full ..... Special: Reliable Best-Craftsmanship mono-sword ..... Class: Melee ..... Range: - ..... Damage: 1d10 R ..... Pen: +2 ..... Special: Balanced Guard Flak Armour ..... Locations Covered: All ..... AP: 4 Charm Void Suit Micro-bead Psy-focus ..... Crystal Chain containing a vial of earth from Holy Terra, +10 bonus on Invocation Skill Tests Glow Globe Data-Slate Backpack Clothing and Adornment (Common)
VOID BORN Characteristic Modifiers: -5 Strength; +5 Willpower Speak Language (Ship Dialect) 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. 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. 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. 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. Starting Wounds: Void born characters double their starting Toughness Bonus and add 1d5 to the result to determine their starting number of Wounds. 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)
STUBJACK 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)
DUTY BOUND 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).
CALAMITY Inured to Adversity: You gain the Light Sleeper Talent and your choice of the Hardy Talent or Nerves of Steel Talent. 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
FORTUNE Effect: +1 Fate Point
ASTROPATH TRANSCENDENT 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 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 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.
Player Name: Hopey
Career Path: Astropath Transcendent
Rank: 3
Homeworld: Void Born (Emperor's Legacy)
Motivation: Fortune
Nature: Fixed
Description: 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
Fellowship: 27
Skills:
Awareness (Per)
Ciphers (Astropath Sign) (Int)
Common Lore (Adeptus Astra Telepathica) (Int)
Deceive (Fel)
Dodge (Agi)
Forbidden Lore (Psykers) (Int)
Forbidden Lore (Warp) (Int)
Intimidate (Fel)
Invocation (WP)
Literacy (Int)
Psyniscience (+20) (Per)
Scholastic Lore (Cryptology) (Int)
Scrutiny (Per)
Secret Tongue (Rogue Trader) (Int)
Speak Language (High Gothic, Low Gothic) (Int)
Speak Language (Ship Dialect) (Int)
Talents:
Armour of Contempt
Heightened Senses (Sound)
Light Sleeper
Melee Weapon Training (Primitive)
Nerves of Steel
Pistol Weapon Training (Universal)
Psy Rating 4
Psychic Resistance
Psychic Technique (x6) (4 new)
Quick Draw
Total Recall
Warp Affinity
Starting Wounds: 7
Insanity: 5
Fate: 4
Telepathic Discipline
Activation Time: Free Action
Maintainable: Yes
Range: 1km x Psy Rating
Focuse Power Test: No
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.
Technique Trees: Communication, Domination
Telepathic Communication Techniques
Basic Technique: Thought Sending
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.
Astral Telepathy
Focus Power Test: Willpower
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).
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.
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.
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.
Mind's Eye
Focus Power Test: None
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.
Mind Link
Focus Power Test: Willpower
Range: 1km x Psy Rating
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.
Mind Probe
Focus Power Test: Opposed Willpower
Range: 1m x Psy Rating
This Technique allows the psyker to peel back the layers of another's mind to read the basic surface thoughts and beyond.
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.
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.
Psychic Scream
Focus Power Test: Willpower
Range: 5m x Psy Rating
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).
Terrify
Focus Power Test: Willpower
Range: 5m x Psy Rating
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.
Telepathic Domination Techniques
Delude
Focus Power Test: Opposed Willpower
Range: 1m x Psy Rating
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.
Compel
Focuse Power Test: Opposed Willpower
Range: 5m x Psy Rating
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.
Sensory Deprivation
Focus Power Test: Opposed willpower
Range: 10m x Psy rating
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.
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.
Equipment
Best-Craftsmanship Stub automatic
..... Class: Pistol
..... Range: 30m
..... RoF: S/3/-
..... Damage: 1d10+3 I
..... Pen: 0
..... Clip: 9
..... Reload 2 Full
..... Special: Reliable
Best-Craftsmanship mono-sword
..... Class: Melee
..... Range: -
..... Damage: 1d10 R
..... Pen: +2
..... Special: Balanced
Guard Flak Armour
..... Locations Covered: All
..... AP: 4
Charm
Void Suit
Micro-bead
Psy-focus
..... Crystal Chain containing a vial of earth from Holy Terra, +10 bonus on Invocation Skill Tests
Glow Globe
Data-Slate
Backpack
Clothing and Adornment (Common)
Rank 2 up to 9,999
Rank 3 up to 12,999
XP Spent: 11000
Ciphers (Astropath Sign) (100)
Deceive (200)
Dodge (200)
Forbidden Lore (Warp) (100)
Intermediate Ballistic Upgrade +5 (750)
Intermediate Perception Upgrade +5 (250)
Psy Rating 3 (300)
Psy Rating 4 (200)
Psy Technique (x2) (400)
Psy Technique x2 (400)
Psychic Resistance (300)
Psyniscience +10 (200)
Psyniscience +20 (200)
Scrutiny (200)
Secret Tongue (Rogue Trader) (100)
Simpe Intelligence Upgrade +5 (100)
Simple Ballistic Upgrade +5 (500)
Simple Perception Upgrade +5 (100)
Simple Willpower Upgrade +5 (100)
Total Recall (200)
Trained Perception Upgrade +5 (500)
Warp Affinity (500)
XP To Spend: 2500
ORIGIN PATH
Void Born -> Stubjack -> Duty Bound -> Calamity -> Fortune -> Astropath Transcendent
VOID BORN
Characteristic Modifiers: -5 Strength; +5 Willpower
Speak Language (Ship Dialect)
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.
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.
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.
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.
Starting Wounds: Void born characters double their starting Toughness Bonus and add 1d5 to the result to determine their starting number of Wounds.
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)
STUBJACK
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)
DUTY BOUND
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).
CALAMITY
Inured to Adversity: You gain the Light Sleeper Talent and your choice of the Hardy Talent or Nerves of Steel Talent.
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
FORTUNE
Effect: +1 Fate Point
ASTROPATH TRANSCENDENT
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
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
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.