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Name ......... Mira Atella
Player ....... Athenis
Home World ... Imperial World
Birth Planet . Shrine World
Career Path .. Assassin
Rank.......... Interrogator
Divination ... The wise man learns from the deaths of others
Quirk ........ Pierced Ears
Gender ....... Female
Build ........ Svelte
Height ....... 5'9"
Weight ....... 120
Skin Color ... Dyed (currently ivory)
Hair Color ... Dyed (currently auburn)
Eye Color .... Lenses (currently emerald green)
Age .......... 29 (Stripling)
Nature ....... Fixed

XP Spent ..... 24760
XP Left ...... 5625


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Characteristics:
WS ........... 49 (SIT)
BS ........... 49 (SITE)
Str .......... 35 (SI)
Tou .......... 38 (SI)
Agi .......... 54 (SITE)
Int .......... 35
Per .......... 54 (SITE)
Wil .......... 41
Fel .......... 51 (SITE)



Wounds ....... 0 taken/13 remaining (13 total)
Fate ......... 4
Insanity ..... 16
Movement ..... 3/6/9/18
Gelt Thrones . 10,124
Income ....... 156
Fatigue ...... 0
Init ......... 5+2
Corruption ... 5



Skills:
Acrobatics (Agi)
  • +10 (Advancement)
  • +20 (Eldar Flip Belt - When Applicable)
Ambidextrous (Agi)
Awareness (Per)
  • +10 Sight (Heightened Senses)
  • +10 Hearing (Heightened Senses)
  • +10 Touch (Heightened Senses)
  • +20 Magnoculars (When worn)
  • +20 Infrared Goggles (When worn)
  • +20 All (Advancement)
Basic Weapons Training (Sp and Las)
Carouse (Fel)
  • +20 (Contact: Bradon Rank III)
Charm (Fel)
  • +10 (Talented)
  • +10 (Advancement)
Ciphers (Inquisition)(Int)
  • +10 (Acolyte Training)
Ciphers (Ordo Xeno) (Int)
Climb (Agi)
Common Lore (Adeptus Arbites)(Int)
Common Lore (Imperial Creed)(Int)
Common Lore (Imperium)(Int)
Common Lore (Squats)(Int)
Common Lore (War)(Int)
Concealment (Agi)
  • +10 (Advancement)
Deceive (Fel)
  • +10 (Advancement)
  • +10 (Talented)
Disguise (Fel)
  • +10 (Advancement)
  • +10 Disguise Kit (when available)
Dodge (Agi)
  • +20 (Advancement)
Drive (Hover Vehicle)(Agi)
  • +10 (Advancement)
  • +20 (Eldar Flip Belt - Best)
Forbidden Lore (Heresy)(Int)
Forbidden Lore (Inquisition)(Int)
  • -5 (Blessed Ignorance)
  • +10 (Acolyte Training)
Forbidden Lore (Mutants)(Int)
Forbidden Lore (Xenos)(Int)
Inquiry (Fel)
  • +10 (Talented)
  • +10 (Advancement)
Interrogation (Wil)
  • +10 (Advancement)
  • +10 (Talented)
Intimidate (Str)
  • +20 (Advancement)
Lip Reading (Per)
Literacy (Int)
  • +10 (Contact: Bradon Rank III)
Logic (Int)
Navigation (Surface)(Int)
Resistance (Psychic Powers)(Wil)
  • +10 (Advancement)
Scholastic Lore (Bureaucracy)(Int)
Scholastic Lore (Cryptology)(Int)
Scholastic Lore (Judgement)(Int)
Scrutiny (Per)
  • +10 (Talented)
Search (Per)
  • +10 (Advancement)
Secret Tongue (Acolyte)
Secret Tongue (Inquisition)
Secret Tongue (Ordo Xeno)
Security (Agi)
  • +20 (Advancement)
  • +30 (Multikey)
Shadowing (Agi)
Silent Move (Agi)
  • +10 (Talented)
  • +30 (With Active Stummer)
Speak Language (High Gothic)(Int)
Speak Language (Low Gothic)(Int)
Tech-Use (Int)
  • +10 (Advancement)
Thrown Weapons Training
Tracking (Int)
Trade (Valet)(Fel)
Wrangling (Int)




Traits & Talents:
Blessed Ignorance: Imperial citizens know that the proper ways of living are those that are tried and tested by the generations that have gone before. Horror, pain and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. -5 penalty on Forbidden lore (int) tests.

Hagiography: Meditation upon the lives-and, more importantly, deaths-of the Emperor's blessed saints grants Imperial citizens a wide knowledge of the Imperium of Man. Imperial worlders treat the Common Lore (Imperial Creed)(Int), Common Lore (Imperium)(Int), and Common Lore (War)(int) skills as basic skills.

Liturgical Familiarity: Surrounded as they are by folk of the faith, Imperial citizens are accustomed to the preaching of the Ecclesiarchy. Imperial world characters treat Literacy (int) and Speak Language (High Gothic)(int) as Basic Skills.

Superior Origins: Imperial citizens know that of all the worlds in the Imperium, theirs is, in fact, the most beloved of the Emperor.

Heightened Senses: +10 to sight. +10 to hearing, +10 to touch.

Inquisitorial Acolyte: The Acolyte gets a special command authorization code hypnoinducted in their minds. This code allow them to confirm they are agents of the Inquisition; not Inquisitors, just agents. This may not impress everyone, but it might save them from a disastrous conflict with local authorities, or to get access to some supplies or assistance. Of course you first got to have to convince someone to check the code.

Sterilization drug: The Acolyte has been rendered sterile by a mixture of drugs and chemicals. They loose all reproductive qualities, but still feel passion and desire. Similar to the Imperial Guard methods, this is to not risk the chance of having a cell member incapacitated due to a pregnancy and also halting having relatives used for blackmail or revenge. There is a counter-effect that negates the sterilization effect, but it must be taken within the drug's 25 years duration, else the effects becomes permanent.

Swift Attack: Attack twice with a full action.

Two-Weapon Wielder (Melee): Attack twice when wielding two weapons.

Two-Weapon Wielder (Ballistic): Attack twice when wielding two weapons.

Mimic: Limited to local accent(s), not all voices.

Paranoia: You are alert for danger. +2 init rolls.

Sure Strike: Choose hit location on a successful attack.

Unshakable Faith: Re-roll failed Fear Tests.

Resistance (Fear): +10 Resistance Tests.

Assassins Strike: On a successful acrobatics test after making a melee attack, you may move as a free action.

Peer (Adeptus Arbites):

Melee Weapon Training (Shock):

Melee Weapons Training (Primitive):

Pistol Weapons Training (Sp and Las):

Rapid Reaction (Ag): Roll Agility to negate Surprise.

Gunslinger: Two-weapon Wielder (Ballistic) penalty decreased to -10.

Marksman: Negate long and extreme range penalty.

Dual Shot: One BS roll hits twice.

Jaded: Never gain insanity from ordinary horrors.

Quick Draw: Ready as a free action.

Meditation: Remove 1 point of fatigue per 10 minutes in a meditative trance, with a successful WP test.

His Right Hand: An Interrogator’s role is to enact the will of his master, when and where it is needed. In this capacity, they learn the basics of many skills and abilities, often mimicking those of their master. Once per game session, an Interrogator may count as having a Talent or Skill (though not Paragon Talent, Special Talent or Mastered Skill) possessed by his Inquisitor. He does not need to meet the normal requirements to use this Talent or Skill (with the exception of Tech-Priest and Psychic Talents), and its effects last for a full encounter or the duration of one combat.

Peer (Inquisition):

Good Reputation (Inquisition):


Master Questioner: It is not without reason that Interrogators’ bear their title, and many are well versed in the art of interrogation and finding truth. Once per game session, the Interrogator may automatically pass one Interrogation test, even if penalties would normally make passing such a test impossible. Should degrees of success be a factor, then the Inquisitor is consider to have rolled a 01 on this test. In addition, the GM may allow the Interrogator to use the Interrogation skill on subjects normally immune to its effects.




Color Key: (updating in progress)
Black - On-hand
Red - Requisitioned On-hand
Purple - At the Tricorn




Gear:
Pair of boots
Microbead
Crono
Corpse Hair (Charm)
Dataslate
Cameleoline Cloak (+20 to concealment. If stationary, enemy gets extreme range)
Multi-key (+30 to security) x 2
Fitted Gear Harness
Disguise kit (+10 on appropriate rolls)
Silver Aquila pendant (Charm)
Noble dress (Best)
Eldar Flip belt (Best)
Infrared goggles (+20 perception at night)
Underhive disguise
Small vox caster
Vox caster
Gallus' microbead
ID from Bradon
Card from Gravel; Reporter
Combi-tool


Weapons:
Mono folding knife with a blade tail for quick opening, doubling as a guard (1d10+2+SB, mono, compact, possess the quick draw quality.)(Good)

“Emperor's Whisper” Landrian Blade x 6 (1d5+1+str+1 R, mono, balanced, .5kg/e)+10 WS +1dmg Pen2

Silenced Stub Automatic (1d10+3, 9/clip, 1.5kg)

Silenced Autogun (1d10+3, 30/clip, 0 pen)

Gallus' Silenced Stub Automatic x 2 (1d10+3, 15/clip, 35m, S/3/-)(Reliable)(Best)(Laser Sight)(Silenced) (8/15) (8/15)

2x Lathe Blade (1d10+2, +3 Pen, +10 WS, best)

Hunting Rifle (1d10+3 (Extra d10 per 2 degrees of success), 0 Pen, 5/clip, 5kg) (Accurate) (5/5 current clip)

A lightweight circular throwing weapon in the shape of a gloom haunt (Info N/A) (Best)

Silenced Compact Stub Automatic
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Ammo:
10 x stub auto clips (man stopper)(AP3)
3 x rifle ammo
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Armor:
One hardened bodyglove (Armor value of 4, Arms/Body/Legs, 5kg, Rare, Best, seal-able hood, stealth features, -20 to detect from auspex, IR vision, etc.) (Hidden sheaths for 6 landrian blades)
One black leather long coat (Armor value of 4, Arms/Legs/Body, Primitive)
One black leather heavy cloak with a hood an insignia (1 AP to all areas, if hood up)
A metal pot worn on the head



Contacts:
Bradon (Rank III): Increased availability by 3 steps. 30% price reduction. Offers favors. 3 uses between missions. Skills Carouse (+20), Common Lore (Squats), Trade (Copyist), Literacy (+10).

Gravel (Rank I):
..is an individual..10
..has a skill group (Investigation)...50 (Evaluate, Inquiry, Interrogation, Logic)
..is an Expert at a skill...20 (Inquiry)
..is an Expert at a skill...20 (Interrogation)
..has a skill group (Interaction)...50 (Barter, Blather, Charm, Deceive)
..is an Expert at a skill..20 (Blather)
..is an Expert at a skill..20 (Charm)
..has a skill...10 (Common Lore: Hive Sibellus)
..is an Expert at a skill...20 (Common Lore: Hive Sibellus)
..has a skill...10 (Trade: Investigative Reporter)
..is an Expert at a skill...20 (Trade: Investigative Reporter)
..has a skill...10 (Scholastic Lore: Bureaucracy)
..has a Talent..50 (Enemy: Scintilla Protectorate)
..is Dubious...-50




History:
Born to a Noble lineage on Hagia and afforded every comfort a child could desire, Mira never found herself feeling as if she belonged. Throughout the years of her tutelage she became more and more withdrawn from her family and even more so from those that she was expected to become friends with. When she became old enough to be on her own, she left Hagia and began to wander for several years, eventually ending up on Sephiris Secundus. The atmosphere and strange clouds of the world wrapped everything in secrecy, something she enjoyed very much.

During a routine supplies trip, a man had attempted to rob her and several others. Without so much as a second thought, Mira found herself standing over the man, his neck twisted at an odd angle as he now lay dead, and a crowd gathering to gawk at the scene. She fled again after that day but didn't get far before a man named Gallus found her. Given the option of being turned over to the Imperium or studying with him and a few others as an assassin, she chose the later. Gallus let her know that while they were not linked with the Officio Assassinorum, they still did the work of the Imperium.

Years later she was assigned a task that she almost couldn't perform. Assassinating her own father for his greedy hands had been dipping in to the mineral trade of Hagia once too often. Even though she was conflicted, she carried out the task with no great ease. Since then she has performed her tasks with a near flawless manner as her emotions had been stripped from her, making her extremely useful and also dangerous.




Advances:

Weapon Skill (SIT)(850)
Ballistic Skill (SITE)(1600)
Agility (SITE)(850)
Strength (SI)(1250)
Silent Move (100)
Heightened Senses (Sight)(100)
Heightened Senses (Hearing)(100)
Secret Tongue (Acolyte)(50)
Contact: Bradon (Rank I)(200)
Contact: Bradon (Rank II) (200)
Contact: Bradon (Rank III) (250)
Contact: Gravel (Rank I) (260)
Swift Attack (200)
Two-Weapon Wielder (Melee)(200)
Security (100)
Security +10 (100)
Security +20 (100)
Awareness (100)
Acrobatics +10 (100)
Shadowing (100)
Concealment (100)
Lip Reading (200)
Search +10 (100)
Perception (SITE) (2000)
Climb (100)
Exchange Program (Adeptus Arbites Liaison) (1000)
Sanction Wardens (250)
Rapid Reaction (300)
Fellowship (SITE) (4750)

Fellowship +5 (Ascension)

Disguise (100)
Resistance (Psychic Powers) (300)
Charm +10 (200)
Interrogation +10 (200)
Deceive +10 (200)
Drive (Hover Vehicle) (100)
Drive (Hover Vehicle) +10 (100)
Two-Weapon Wielder (Ballistic) (200)
Gunslinger (200)
Interrogation (Talented) (200)
Deceive (Talented) (200)
Concealment +10 (Advancement) (100)
Marksman (Advancement) (200)
Dual Shot (Advancement) (200)
Jaded (Advancement) (100)
Inquiry +10 (Advancement) (100)
Awareness +10 (Advancement) (100)
Awareness +20 (Advancement) (100)
Quick Draw (Advancement) (100)
Toughness (SI) (750)
Dodge +10 (Advancement) (100)
Dodge +20 (Advancement) (100)
Meditation (Advancement) (500)
Intimidate (Advancement) (100)
Intimidate +20 (Advancement) (200)
Tech Use (Advancement) (200)
Tracking (Advancement) (100)