Character

Name ............. Jonatan Wake
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"

"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.--



I Am The Law
I Am The Law



Stats

Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship
44
51
40
53
42
63
50
46
51


*





***
Wounds: 14 Total / 18 Remaining
Fate Points: 4 Total / 4 Remaining
Throne Gelts: 36
Monthly Income: 126
Fatigue: 0
Initiative: 8+1d10
Movement


Half Move
Full Move
Charge
Run
Base Leap
Base Leap
4
8(+4)
12
24(x2)
4 meters
80 cm


Lifting

Carry
Lift
Push
56
112
225
Insanity ...... 2 points
Degree: none

Corruption .. 0 points
Degree: none

Experience
24800 / 25275 XP spent | 475 unused

Skills and Talents

Basic Skills


Talents
Advance Skills


Awareness
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
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 Weapons



Vox Legi pattern Combat Shotgun

Best Quality Craftsmanship
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

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.
external image srm_1216_inset.jpg


Ius Automatic

Type: Pistol
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

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.
external image glock_17_pistol.jpg


Bolt Pistol

Type: Pistol
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

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
external image lens19655002_1343273687_0.JPG




Shotgun

Type: Basic
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

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.
external image 400px-Shorty3-1-.jpg


Lasgun

Type: Basic
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

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!
external image Imperial_Guard_Lasgun_by_Tractorbeam.png


Auxiliary Grenade Launcher

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

*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.
external image airsoft_VFC_EGLM_BLK_A.jpg


Frag Grenade
Choke Gas
Blind Grenade
Photon Flash
Hallucinogen


Type: Thrown
Damage: 2d10 Explosive
Penetration: 0
Weight: .5 kg
Range:
PB 3/ S 5 / M 18 / L 27 / E 36
Special Rules
Blast (4)

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
external image warhammer_40k_frag_grenade_by_matsucorp-d3ao6df.jpg
Warning: Pull this bit, throw the other one

Melee Weapons




Power Maul

Type: Melee (Power)
Low Power Setting:
Damage: 1d10
Impact
Penetration: 0
Special Rules:
Shocking

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.
external image fw_terminator_upgrade_power_maul.JPG



Club

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

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.
external image baton.jpg


Brass Knuckles

Type: Melee
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.

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.
external image Brass-knuckles-image.jpg



Knife

Type: Melee/Throw
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.

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
external image combat-knife.jpg


Orthlack "Grudge" pattern Extendable Shock Baton

Type: Melee (shock)
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.

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.
external image extendable_baton.jpg



Armour

Mesh Vest

Position:
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.

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.
external image Concealable-Ballistic-vest.jpg



Arbites Judge Carapace Armour

Position:
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.

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.
external image Marshal_Primaris.jpg


Ballistic Cloth Surcoat

Position:
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.

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*


Synford Pattern Lockshield

Position:
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.

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
external image Hydraphur-Pattern_Suppression_Shield.jpg




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 off 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

Personal Cogitator System

An item often associated with the
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.

Gives a +10 bonus on Literacy,
Logic, and Lore tests that involves
comparing or sifting through large
amount of data from data slates.
external image Portable-Industrial-Computer-EPD-850-.jpg


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.

Assault Bike


Type: Ground vehicle
Tactical Speed: 20 m
Cruising Speed: 80 kph
Manoeuvrability: +11
Size: Hulking

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

Carrying Capacity: Personal gear in side-mounted saddlebags.

external image Modern_Bike_front_side_view_edited.jpg


Rented Gear:
Cilixius Survival Kit
Tent
Medkit
Stummer
Disguise Kit

Full Combat Weight: 41.7 kg

History


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: