Unknown pawn of Tzeentch
Grand sorcerer and daemonologist.
Character name, Occupation
WS 55 BS 25 S 25 T 35 Ag 40 Int 55 Per 50 WP 70 Fel 30 Inf 20
Movement: Wounds: 15 TB: Armor: Corruption: 86 Insanity: 55
Skills: Awareness, Psyniscience +20, Forbidden Lore (Daemonology +20, Psykers +10, Warp +20), Deceive or Intimidate, Dodge, Common Lore (Imperium, Koronus Expance), Linguistics (Low Gothic, High Gothic, Enuncia), Scholastic Lore (Astromancy, Cryptology, Legend, Occult +20, Philosophy), Scrutiny +10, Stealth +10, Trade (Oneiromancer)
Talents: Air of Authority, Baleful Dirge, Cold Hearted, Corpus Conversion. Disturbing Voice, Favoured By Warp, Fearless, Infuse Knowledge, Psy Rating 5, Jaded, Lightning Reflexes, Up to 500 xp worth of Psychic Powers chosen from Divination (see Chapter VI: The Powers of the Warp), Step Aside, Strong Minded, ,Weapon Training (Universal Melee, Shock, Force), , Warp Sense
Traits: The Quick and The Dead, Psyker
Equipment: Stub Revolver, Neural Whip, Flak Cloak, Psy-focus, dataslate filled with arcane lore.
Archetype: The Psyker (Human)
Why did the Heretic Embrace Chaos?
What does the Heretic Desire?
Whom does the Heretic Hate? Inquisitorial lineage of House Orlov
Pride: Foresight
The character believes that he is aware of the actions and schemes of everyone and everything
around him. He constantly observes those around him, believing that the knowledge will allow
him to control them. This does make the character rather cold around others.
Regret
In the past, this character performed some deed that continues to haunt his mind. He is constantly plagued by guilt for this decision and its consequences. He is constantly driven to make amends for the act but remains incapable of compensating the victims.
Haunted: Opponents always receive a +10 Situational Modifier when attempting to use
Intimidation against the character.
Vengeance
In the past, this character was a victim. Since then, he has vowed to make those who have
slighted him pay for their actions. He is willing to make every sacrifice necessary to right this
wrong and to prevent anyone from ever hurting him again.
AIR OF AUTHORITY
Tier: 1
Prerequisite: Fellowship 30
The character was born to command, either motivating or
terrifying those under their charge. When making Command
Skill Tests, the character may affect a number of targets equal
to 10 times his Fellowship bonus. If the character has Minions
(see page 135) they are also more devoted to him and add
+10 to their Loyalty when in his presence. This talent has no
effect on hostile targets, and only affects NPCs.
BALEFUL DIRGE
Tier: 2
Prerequisite: Disturbing Voice, Intimidate+10
The character can sing an unnatural droning dirge which
makes the skin of those nearby crawl and their minds shy
away from its discordant notes. Singing the dirge takes some
concentration and requires a Half Action each round to
maintain. All creatures which can hear the character within
a 30-metre radius must make a Willpower Test or suffer a
–10 on their next roll. As long as the dirge is maintained, all
those affected by it must test each turn to see if they suffer its
effects. Once a creature passes a Willpower Test however, it
has completely overcome the dirge and is not affected by it
for the remainder of the encounter.
CORPUS CONVERSION
Tier: 2
Prerequisite: Psy Rating, Human
To the truly dedicated Sorcerer, the fl esh is a fl eeting
inconvenience, a transitory shell to contain his glory until
he ascends to something greater. Such beings, whether truly
blessed by the Dark Gods, or merely insane, are willing to burn
his fl esh in exchange for power, gathering the corrosive power
of the Warp and holding it within muscle, bone, sinew and hair
until the time comes to unleash it. A psyker with the Corpus
Conversion Talent gains access to this Path to Power, and may
elect to use it before he attempts his Focus Power Test. The
psyker may gain a number of bonus Degrees of Success no
greater than his Toughness Bonus on his Focus Power Test.
However, for every Degree of Success gained in this way,
the psyker suffers 1d10 Toughness Damage (note, this is not
permanent Toughness Damage) and one Corruption Point as
the energies of the warp poison his body from within. Traitor
Legion characters may not benefi t from Corpus Conversion;
the taint-resistant metabolism of the Astartes makes them
incapable of burning away his flesh to fuel warp-based powers.
FAVOURED BY THE WARP
Tier: 3
Prerequisite: Willpower 35
Whenever a Power Roll results in Psychic Phenomena, the
character may roll one additional time on that table and take
the more favourable result. Perils of the Warp affect him as
normal—such is the capacious nature of the gods that not
even the “favoured” can avoid their gaze from time to time…
FEARLESS
Tier: 3
Prerequisite: Nerves of Steel
Through hard experience with horrifying situations, fear no
longer commands the character’s actions. The character is
immune to the effects of Fear and Pinning, but disengaging
from combat or backing down from a fi ght is diffi cult for him
to stomach and as such requires a successful Willpower Test.
INFUSED KNOWLEDGE
Tier: 3
Prerequisite: Intelligence 40, Lore (any one)
The character has been infused with a great wealth of lore and
knowledge, either through punishing noetic techniques, by
arcane methods kept secret by the guardians of technology and
knowledge, or a dark pact with the gods for secret lore. The
character counts as having all Common Lore and Scholastic
Lore (essentially, he knows something about everything) at
Rank 1 (Known). If he wishes to later improve his Lore Skills
they must be bought using experience points (from Rank 1)
as normal. Such is his skill that he also adds one Degree of
Success to any successful Common or Scholastic Lore Tests.
JADED
Tier: 1
Prerequisite: Willpower 30
The character’s wide travels have shown him both wonders
and horrors beyond the ken of most. The galaxy has thrown
its worst at the character and he has yet to fl inch. Dead bodies,
xenos creatures, and other terrifying but natural occurrences
do not elicit Fear Tests. Terrors of the Warp still affect the
character normally.
LIGHTNING REFLEXES
Tier: 1
Prerequisite: None
The character always expects trouble, even in the most
innocuous situations, allowing him to act quickly when
needed. When making an Initiative Roll the character may
roll twice and add the highest of the two dice result to his
Agility Bonus.
PSYCHIC POWER
Tier: 1
Prerequisite: Psyker
Either through training or natural development, the
character has learned an additional Psychic Power. This
power must be selected from one of the powers presented
in Chapter VI: Psychic Powers. The experience cost and
requirements for psychic powers are not the same as other
Talents (as detailed on page 77) and can instead be found
in Chapter VI: Psychic Powers. Characters must have the
Psyker trait to take this talent.
STRONG MINDED
Tier: 2
Prerequisite: Willpower 30, Resistance (Psychic Techniques)
The Heretic’s mind acts as a fortress against psychic attacks. He
may reroll failed Willpower Tests to resist any Psychic Powers
that affect his mind. Psychic Powers that have a physical effect,
such as Doombolt, are unaffected by this Talent.
WARP CONDUIT
Tier: 2
Prerequisite: Psy Rating, Strong Minded, Willpower 50
The sheer power of the character’s mind allows the character
to channel vast amounts of Warp Energy when he chooses to
exert himself. When Pushing (see page 207), the character
may spend one Infamy Point to add 1d5 to his Psy Rating.
Channelling such vast amounts of power is dangerous,
however, and he must add +30 to any resultant Psychic
Phenomenon rolls.
INCORPOREAL
Incorporeal creatures are insubstantial and weightless, able to
pass through solid objects such as walls and weapons. An
incorporeal creature gains a +30 bonus on Stealth Tests due
to their ability to merge with objects and the fact they make
practically no sounds when they move. Incorporeal creatures
gain the Hoverer (6) trait. An incorporeal creature is also
immune to normal weapons—they simply pass through its
body as if it wasn’t there. Daemons, psychic powers, warp
creatures, other incorporeal creatures, and opponents armed
with force weapons may all injure an incorporeal creature
normally. An incorporeal creature can’t normally affect
the mortal world, and thus can’t Damage non-incorporeal
opponents unless it has a suitable special ability or Talent.
Creatures with the Incorporeal trait can Damage other
creatures with the Incorporeal trait normally.
Certain devices can keep an incorporeal creature at bay, most
notably the Gellar Field of a spaceship. Creatures with this
trait cannot pass through such a field.
Aegis of Euphedros
Alternate Names: Bane of Worlds
Value: 1000xp
Prerequisites: Psy Rating 7, Infamy 70+, Forbidden Lore (The
Warp) +30, Scholastic Lore (Occult) +30, Child of the Warp
Action: Full Action
Focus Power: Very Hard (–30) Willpower Test
Range: Self
Sustained: No
Subtype: Concentration
Description: Few have witnessed the Aegis of Euphedros and
survived, but those who have recount it among the most impressive
feats of sorcery ever. No one lays claim to the invention of such
power and empty space where ancient worlds once stood bear the
indelible mark of its passage. If one should uncover this power in
his adventures and succeed in mastering the incantations, formulae,
and observances required for its use, then the Dark Gods have
blessed him with this greatest of unholy protections. It begins as
the caster channels the warp directly though his very soul and
body, then emitting pulses of energy as he begins to float above
the ground. His body loses its material form, becoming ghostly
and incorporeal, and his psychic powers gain in strength.
A successful Focus Power Test results in this power taking
effect for a number of rounds equal to the sorcerer’s Psy
Rating. He may not use this power at the Fettered level, nor
may he use any other powers during the duration of Aegis of
Euphedros at the Unfettered level. The sorcerer also counts
as Daemonic for the purposes of determining the effects of
Psychic Strength. For the power’s duration, the sorcerer gains
the Incorporeal (and thus, also the Hover (6)) Trait, gains a
+20 bonus to all Willpower Tests, and may only take actions
to move or use other psychic powers whilst in this state. Focus
Power Tests made by other creatures suffer a –10 penalty
when targeting the sorcerer, as the chaotic energy he emits
acts as a buffer between himself and all other psykers. All
Psychic Bolt, Barrage, Blast, and Storm attacks made by the
sorcerer gain the Warp Weapon and Tainted Qualities. Finally,
all daemons and other warp entities (including those possessed
by such entities) find the pulsating energy emanating from
the sorcerer unbearable and must end their turns at least ten
metres away from the sorcerer if possible. If not, they must
sacrifice all other actions to move as far away from him as
possible during their turns.
Psychic Phenomena: Psychic Phenomena that occur whilst
using this power are permanently attached to the power’s area
in one form or another, as per the GM’s decision. For example,
hoarfrost permanently covers everything in range, warp ghosts
permanently haunt the space, or whenever the psyker returns to
the area, he is affected by the Mind Warp effect. These effects
remain permanent to the space where this power was used, not to
the character that used them (i.e. the psyker does not permanently
take a –5 to Willpower Tests due to Mind Warp, rather only takes
the penalty when in the area Aegis of Euphedros was used in).
Powerful effects such as Warp Madness may occur randomly or at
the GM’s desire. Perils of the Warp effects are not permanent.
Origin:
Demeanor:
Nature:
Authority:
Goal:
Fear:
Allies and enemies:
Insanity:
Corruption:
Wounds: 8+1d5
THE QUICK AND THE DEAD
To survive in the Vortex, particularly as a human, one must be quick, both in wits and action. Sometimes fast reflexes can compensate for ceramite armour. All Heretics with this Trait add a +2 bonus to Initiative Rolls.
FLICKER
Alternate Names: Warpstep, Ephemeral Passage, Violet
Fire of Transition
Value: 400xp
Prerequisites: Mark of Tzeentch, Willpower 50+, Psy
Rating 4
Action: Half Action
Focus Power: Diffi cult (–10) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The Sorcerer creates a shimmering fi eld of
unreality around him, his image becoming transparent and
intermittent as he fl ickers between reality and the warp. In
this manner, he may step through solid objects as if they were
air, and the blows of the enemy pass through him as if he
were nothing more than a holographic image.
For as long as this power remains in effect, the Sorcerer gains
the Incorporeal Trait (see Chapter IV: Talents and Traits),
and counts his Agility Bonus as equal to the Sorcerer’s Psy
Rating for the purposes of determining how far he may move,
and he may move as easily vertically as horizontally. While
in this state, the Sorcerer cannot cross psychically charged
barriers, holy wards or energy wards designed to bend reality
or manipulate the warp, such as a Gellar Field or Void Shield.
MANTLE OF LIES
Alternate Names: Changeling, Veil of Illusion
Value: 200xp
Prerequisites: Aligned Tzeentch, Intelligence 40+,
Fellowship 40+
Action: Half Action
Focus Power: Diffi cult (–10) Willpower Test
Range: 25 metres x Psy Rating
Sustained: Half Action
Subtype: Concentration
Weapons of mirror Ugrippas
- Power Sword:
- Description: A sword with a power field that can cut through armor and flesh with ease.
- Exotic Feature: Glowing energy blade with a distinctive power field hum.
- Power Axe:
- Description: An axe with a power field for enhanced cutting capabilities.
- Exotic Feature: Angular, brutal design with an energy-infused cutting edge.
- Power Maul:
- Description: A massive, electrified warhammer designed for crushing blows.
- Exotic Feature: Energy-charged impact surfaces and intricate power modulation.
- Eviscerator:
- Description: A large chainsword with a longer blade, designed for extended reach in melee combat.
- Exotic Feature: Elongated monomolecular teeth and a distinctive serrated edge.
- Force Sword:
- Description: A close combat weapon with a power field that can penetrate armor and disrupt psychic energy.
- Exotic Feature: Psy-reactive crystals and a shimmering energy blade.
- Thunder Hammer:
- Description: A massive, two-handed warhammer with a power field for generating shockwaves on impact.
- Exotic Feature: Integrated energy field, large size, and a distinctive thunderous sound upon striking.
- Teeth of Terra:
- Description: A unique combat knife with a power field and monomolecular blade.
- Exotic Feature: Compact design with intricate engravings and a deadly sharp edge.
- Null Rod:
- Description: A rod designed to disrupt psychic energies and nullify enemy psykers.
- Exotic Feature: Compact and utilitarian, with anti-psychic circuitry and arcane symbols.
- Frost Blade:
- Description: A sword with a freezing power field that can encase enemies in ice.
- Exotic Feature: Icy blue energy blade and a chilling aura.
- Reductor:
- Description: A specialized power axe with built-in energy shears for cutting through heavy armor.
- Exotic Feature: Dual blades with intricate energy modulation for armor-piercing capabilities.
- Cerebral Gauntlet:
- Description: A gauntlet equipped with neural disruptors, designed to incapacitate foes.
- Exotic Feature: Compact design with pulsating energy nodes and neural disruptor emitters.
- Paragon Blade:
- Description: An ornate and highly decorated power sword often wielded by high-ranking Imperial officers.
- Exotic Feature: Elaborate engravings, golden accents, and a finely crafted hilt.
- Emperor’s Wrath Chainsword:
- Description: A chainsword with a hilt adorned with the Emperor’s sigils, radiating righteous fury.
- Exotic Feature: Golden engravings, a roaring energy blade, and a palpable aura of divine retribution.
- Cataclysmic Thunderfist:
- Description: A massive power fist designed for devastating punches, with integrated seismic shock generators.
- Exotic Feature: Thunderous shockwaves upon impact and energy pulses that disorient foes.
- Celestial Lance of Vengeance:
- Description: A power lance with a telescopic energy blade, ideal for swift and precise strikes.
- Exotic Feature: Telescopic extension, celestial motifs, and a piercing energy tip.
- Aegis Warding Blade:
- Description: A sword with an energy field designed to deflect incoming projectiles and protect its wielder.
- Exotic Feature: Glowing energy shield along the blade, providing a defensive advantage.
- Oblivion Reaper Scythe:
- Description: A massive scythe with a power field, capable of cleaving through multiple enemies in a single swing.
- Exotic Feature: Sinister design, a sweeping energy blade, and an aura of impending doom.
- Stellar Glaive:
- Description: An ornate glaive with a radiant energy blade, favored by commanders for its versatility.
- Exotic Feature: Luminescent energy, intricate celestial engravings, and a balanced design for both slashing and stabbing.
- Solar Shard Dagger:
- Description: A compact dagger with a solar energy shard, perfect for stealthy assassinations.
- Exotic Feature: Shard embedded in the hilt, solar energy pulses, and a blade that seems to absorb light.
- Vortex Maul:
- Description: A power maul with a miniature warp vortex, capable of warping reality upon impact.
- Exotic Feature: Distorted energy field, a swirling vortex effect, and a sense of unreality during strikes.
- Starfall Greatsword:
- Description: A two-handed greatsword with a celestial energy blade that leaves a trail of stardust.
- Exotic Feature: Stardust emission, intricate celestial patterns, and a blade that seems to cut through the fabric of space.
- Purifier’s Flail:
- Description: A flail with holy water-filled spheres, designed to purify enemies with each strike.
- Exotic Feature: Liquid-filled spheres, ethereal glow, and a cleansing effect on the battlefield.