Character Name: Temeluchus
Career: Guardsman
Homeworld: Mind Cleansed
Back Ground: Mara Landing Massacre & Wyrd
Insanity: 13
Corruption: 8
Fate Points: 5
Wounds: 13
Weapon Skills: 25
Ballistic Skills: 40
Strength: 25
Toughness: 30
Agility: 30
Intelligence: 30
Perception: 35
Willpower: 45
Fellowship: 25
Qualities:
Mind Cleansed:
Engram Implantation - Begin play with Deceive(Fel) and Intimidate(S) skills. Treat Common Lore(Tech)(Int) and Survival(Int) as Basic Skills. Gain Jaded and Pistol Weapon Training(SP and Las) talents
Failsafe Control - The trigger works just like the use of the Dominate Psychic Power. If successful the subject can be given an order or set of instructions that must be carried out to the best of ones abilities. However if the command is antithetical or directly harmful you may receive an appropriate bonus to resist the control.
Imperial Conditioning - +10 bonus on Willpower tests to resist Fear or attempts to control or possess ones mind
Through a Mirror Darkly - 1d5+2 Insanity Points. GM discretion certain events may trigger Shards of Memory, when this occurs must past Willpower Test or roll on the Shock Table.
Shards of Memory - The Cold Grave: Stillness, silence, smothering darkness and utter cold. Cold enough to freeze the soul and burn the mind. Death-you're sure it was; death had claimed you till they brought you back and it waits for you every waking moment, lurking just as the edge of site, waiting to claim you again.
Background:
Mara Landing Massacre -
Increase Willpower +5
Talents: Resistance(Psychic Powers)
Corruption: 1d5 Corruption Points
Fate Points: Gain 1 Fate Point
Insanity Points: 1d10 Insanity Points at start of game
Wyrd:
Corruption: 1d5 Corruption Points
Wyrd Power: Single psychic power, Weaken Veil, randomly generated at character creation. No psy rating, instead always roll 1d10 and add Willpower bonus to use the power. Generate Psychic Phenomena as normal, but may re-roll a result of 9 on the power roll. May never gaming additional psychic powers except by metamorphosing into a full nascent psyker.
Career:
Guardsman -
Starting Skills: Speak Language(Low Gothic)(Int), Drive(Ground Vehicle)(Ag)
Starting Talents: Melee Weapon Training(Primitive), Pistol Training(Primitive), Basic Weapon Training(SP)
Conscript -
Skills: Awareness,
Talents: Sound Constitution
Guard -
Skills: Dodge, Drive(Ground Vehicle) +10, Ciphers(War Cant)
Talents: Basic Weapon Training(Launcher), Heavy Weapon Training(Sp)
Armsman -
Skills: -
Talents: Rapid Reload
Equipment:
Autogun with 6 magazines, 30 rounds a piece
Stub Revolver loaded with 6 Man stoppers
Axe
Combat Knife
Guard Flack Armour
Uniform
1 Week's Rations
Frag Grenades 5
1 pack of Lho Sticks
Backpack
Microbead