Talents & Traits
Weapon Training Primitive, Pistol Weapon Training (SP), Psy Rating 1
Bad Blood Begin with 4 Insanity & 1 Corruption Points +3 Per +3 wP
Little Left to Fear Reduce Effects of fear by 1 reduce fate points by 1
Primitive -10 to tech use(Int) -10 to fellowship in formal or civillized surroundings
Witch Prickling +3 toughness hates needles
Living Nightmare +5 wP, Resistance Psychic Powers, Gain 5 Insanity, Unreadable Mind
Frenzy
Melee Weapons
Name:Staff
Class:Melee
Damage:1d10 I
Type:Impact
Penetration:0
Special rule:Primitive Balance
Name:Knife
Class:Primitive
Damage:1d5
Type:Rending
Range: 3 m
Penetration:0
Special Rule:Primitive
Missile Weapon
Name:Auto Pistol
Class:Pistol
Damage:1d10+2
Type:Impact
Penetration:0
Range:30 m
R.O.F.:s/-/6
Clip:18
Reload:full
Special Rule:
Powers: Chameleon, Healer, Staunch Bleeding, Wall walk, Unnatural Aim, Lucky, weapon Jinx, FearFul Aura, Inspiring Aura, Sense Presence, Knack, Touch of Madness, Bio Regeneration, Seal wounds, Force barrage, Resist Poession 1 minor, Constrict
XP to Spend:2400
Wounds, Insanity, Fate and Corruption
Wounds: 13
Fate/Fortune Point: 2
Insanity Points: 9
Corruption Points: 1
History:
Karna was born on the planet of dusk raised by the entirity of his small tribe which the local shamans there determined that Karna was marked to be one of them and tattooed accordingly to reflect so. Karna was an exemplary leader leading his fellow tribemate he grew up with on many successful hunts and treating their wounds as he was instructed by his shaman teachers. One day, Karna's hunting group came across a strange metallic bird filled with people with extravegant attire.using his powers, Karna stalked and followed the strange group of travellers until they were attacked by many of the local wildlife. Karna stepped forward and assisted the strangers in doing away with the beasts but not after some of the men we wounded, following his tribes teachings, he healed their wounds, and after much talking understood the strange men were there on their flying metallic bird in search of a rare plant that only grew on Dusk. Karna trained in the ways of his tribe helped the men find the item they seeked and guided them back to their metallic bird which their presumed leader of the strange men offered a gift int hanks then they left on their way. Many moons later, black ships decended on the ground where Karna's tribe lived, The men who came out of the ships attacked Karna's village and took the shamen leaders and Karna away into the black ships Karna never seeing his village again. The black ships took him to the process of testing him telling him that his God chosed him and wished to empower him and make him more powerful after injecting drugs in the circular portions of his tattoos and when he proved resilant from the various tests and proved useful marked. Karna was then told that he was the chosen champion of his God charged with route out evil of those who would want to over throw him. The man he helped with the metallic bird was none other his Inquisitor and the "gift" given to him in thanks was actually a locator. Karna now spends his days as champion of his God route out evil at every turn.
Char Name:Karna
Career Path:Imperial Psyker
Rank: Templar Secundus
Home World:Dusk
Divination: 31 "If a job is worth doing it is worth dying for" Gain Frenzy Talent
Gender:Male
Build: Rangy
Height:1.9m
Weight:65 kg
Skin Colour:tan
Hair Colour:red
Eye Colour:green
Age:25
Quirk:Tribal Tatooing Thirsty Blade
Characteristics
Weapon Skill:56
Ballistic Skill:36
Strength:35
Toughness:40
Agility:40
Intelligence:50
Perception:30
Will Power:61
Fellowship:30
Basic Skills
Speak language Low Gothic (Int) Psyniscience (Per) Invocation (WP) Trade Soothsayer (Fel) Literacy (Int)
Basic Skill due to Home World
Common Lore (Dusk Folklore) (Int) Speak Language Dusk Cant (Int)
treat Forbidden Lore(Daemonology) (int) Scholastic Lore (Occult) (Int) Navigation(surface)(int) Survival(Int) Tracking(Int)
as basic skills
Advenced Skills
Talents & Traits
Weapon Training Primitive, Pistol Weapon Training (SP), Psy Rating 1
Bad Blood Begin with 4 Insanity & 1 Corruption Points +3 Per +3 wP
Little Left to Fear Reduce Effects of fear by 1 reduce fate points by 1
Primitive -10 to tech use(Int) -10 to fellowship in formal or civillized surroundings
Witch Prickling +3 toughness hates needles
Living Nightmare +5 wP, Resistance Psychic Powers, Gain 5 Insanity, Unreadable Mind
Frenzy
Melee Weapons
Name:Staff
Class:Melee
Damage:1d10 I
Type:Impact
Penetration:0
Special rule:Primitive Balance
Name:Knife
Class:Primitive
Damage:1d5
Type:Rending
Range: 3 m
Penetration:0
Special Rule:Primitive
Missile Weapon
Name:Auto Pistol
Class:Pistol
Damage:1d10+2
Type:Impact
Penetration:0
Range:30 m
R.O.F.:s/-/6
Clip:18
Reload:full
Special Rule:
Name:
Class:
Damage:
Type:
Penetration:
Range:
R.O.F.:
Clip:
Reload:
Special Rule:
Armour
Type:Flak
Head:Flak Helm 2 AP
Left Arm: Flak Jacket 3 AP
Right Arm: Flak Jacket 3 AP
Body: Flak Jacket 3 AP
Left Leg: Flak Jacket 3 AP
Right Leg: Flak Jacket 3 AP
Gear
flak guard armor 3 manstopper rounds
autopistol 100 bullets staff knife (psykana mercy blade) flak jacket flak helmet tatty robe poor quality book of saints psy focus sanction brand (mesh armor 4 AP ) (Carpace armor 6 ap w/ rebreather comm) 10 clips of Manstopper bullets Powerknife
Requistions manstopper rounds and carprice armor on availability
Money: 210 Thrones
Monthly Income: 105 Thrones
Experience 9100
Total XP Spent: 7000
Bought:Living Nightmare 300
4 Minor Psychic Powers 400
Psy Rating 2 200
4 Intelligence Raises 1600
3 Willpower raise 1750
Psy Rating 3 200
Psy Rating 4 300
Dodge 100
Seal Wounds 200
Agi raise 500
Dodge +10 100
Step Aside 300
Swift Attack 200
Lightning Attack 300
Mental Rage 100
Combat Master 100
Flagellant 100
3 raises to weapon skill 850
Weapon Training (Power) 100
Unshakeable Faith 100
Constrict 200
Powers: Chameleon, Healer, Staunch Bleeding, Wall walk, Unnatural Aim, Lucky, weapon Jinx, FearFul Aura, Inspiring Aura, Sense Presence, Knack, Touch of Madness, Bio Regeneration, Seal wounds, Force barrage, Resist Poession 1 minor, Constrict
XP to Spend:2400
Wounds, Insanity, Fate and Corruption
Wounds: 13
Fate/Fortune Point: 2
Insanity Points: 9
Corruption Points: 1
History:
Karna was born on the planet of dusk raised by the entirity of his small tribe which the local shamans there determined that Karna was marked to be one of them and tattooed accordingly to reflect so. Karna was an exemplary leader leading his fellow tribemate he grew up with on many successful hunts and treating their wounds as he was instructed by his shaman teachers. One day, Karna's hunting group came across a strange metallic bird filled with people with extravegant attire.using his powers, Karna stalked and followed the strange group of travellers until they were attacked by many of the local wildlife. Karna stepped forward and assisted the strangers in doing away with the beasts but not after some of the men we wounded, following his tribes teachings, he healed their wounds, and after much talking understood the strange men were there on their flying metallic bird in search of a rare plant that only grew on Dusk. Karna trained in the ways of his tribe helped the men find the item they seeked and guided them back to their metallic bird which their presumed leader of the strange men offered a gift int hanks then they left on their way. Many moons later, black ships decended on the ground where Karna's tribe lived, The men who came out of the ships attacked Karna's village and took the shamen leaders and Karna away into the black ships Karna never seeing his village again. The black ships took him to the process of testing him telling him that his God chosed him and wished to empower him and make him more powerful after injecting drugs in the circular portions of his tattoos and when he proved resilant from the various tests and proved useful marked. Karna was then told that he was the chosen champion of his God charged with route out evil of those who would want to over throw him. The man he helped with the metallic bird was none other his Inquisitor and the "gift" given to him in thanks was actually a locator. Karna now spends his days as champion of his God route out evil at every turn.