Ferrus Grimm

Templar Secundus Psyker acolyte employed by Ordos Malleus

Description:
WS BS S T Ag Int Per WP Fel
23 31 26 39 35 33 38 62 26

Movement:

3 6 9 18

Wounds: 11
Armour: Mesh Combat Cloak (Arms 4, Body 4, Head 4, Legs 4)
TK Shield Default: 4 All

Corruption Points:9
Insanity Points: 3
Fate Points: 3

Skills Common Lore (Imperium), Dodge, Forbidden Lore (Psykers, the Warp), Invocation +10, Literacy, Medicae, Navigation (), Pilot (), Psyniscience +10, Speak Language (High Gothic, Low Gothic, Tribal Dialect), Tech-Use, Trade (Merchant)
Talents Pistol Weapon Training (Las), Melee Weapon Training (Primitive), Jaded, Paranoia, Psychic Powers (4, 0, 0), Resistance (Psychic), Quick Draw, Light Sleeper, Rapid reload, Ambidextrous, Unshakable faith
Traits Cold-Souled and Hungry, Ill-omened, Void Accustomed, Optical Rupture
Gear Re-Breather, Micro-bead, Mesh Combat Cloak, Laspistol (2), Compact, Mono, Sword, Cybernetic Senses

Weapons:

  • Laspistol
    • 15m; S/-/-; 1d10+1 E; Pen 0; Clip 15; Reload Half; Reliable, Compact
  • Laspistol
    • 30m; S/-/-; 1d10+2 E; Pen 0; Clip 30; Reload Half; Reliable
  • Sword
    • 1d10+2 R; Pen 2; Balanced, Primitive, Mono
  • Psyblade
    • 1d10+WP Bonus X2; Pen WP Bonus; Rending.
    • Currently: 1d10+12; Pen 12

Psy Rating: 4
Disciplines: Telekinesis
Psychic Powers: Suggestion, Flash Bang, Torch, Wall Walk, Spectral Hand, Lucky, Space Slip, Sense Presence, Healer, Haywire, Endure Flames, Fearful Aura, Float, Chameleon, Sense Mechanism, Without a Trace, Psychic Blade, Catch projectiles, Precision Telekinesis, Telekinetic Shield

InvocatIon (Advanced)
Willpower
An Invocation Test allows you to boost your Power Roll when using Psychic Powers by an amount equal to your Willpower Bonus. An Invocation Test is a Full Action. During this time, you clear your mind through various means, such as muttering mantras, meditating, fingering psychic-foci and so on. A successful Test indicates that your mind is well prepared to touch the warp. On the next Round, you may add your Willpower Bonus in addition to any other bonus you add to your Power Roll.

“Spellbook”

Suggestion
Threshold: 9
Focus Time: Half Action
Sustained: No
Range: 6m
You introduce a single telepathic suggestion into a target’s psyche, making him more open to a line of thought, experience a brief sensation, lend credence to what you are saying, or momentarily experience an emotional state of your choosing.

The psyker and the target make Opposed Willpower Tests. If the psyker wins the contest of wills, he can introduce a suggestion into the target’s mind.

This in not true mind control in the sense of the Compulsion power, but rather a subtle manipulation of the victim’s perception and attitudes. You could, for example, convince a target that he likes you, that he is hungry, that he’s seen your identity card, or that what you say is likely to be true, or create a sudden feeling that there is a scorpion crawling up a guard’s back. You could not, however, get him to perform specific actions that are entirely out of character, believe things that are utterly implausible, change his fundamental beliefs, or harm himself.
Special:
This power is best used in conjunction with an Interaction Skill (e.g., striking fear into the heart of an informer who you are questioning, or charming the clerk into believing that he really has met you before in his master’s company, etc.). You gain a +20 bonus for using an Interaction Skill in this way.

Flashbang
Threshold: 6
Focus Time: Half Action
Sustained: No
Range: 20m
You create a bright flash of light and a deafening bang. Anyone within Range must succeed on a Routine (20) Willpower Test or become Stunned for 1 Round.
Overbleed:
For every 10 points by which you exceed the Threshold, the Difficulty worsens by one step, from Routine (
20) to Ordinary (10), from Ordinary (10) to Challenging (+0), and so on.

Torch
Threshold: 5
Focus Time: Half Action
Sustained: Yes
Range: You
By burning the very stuff of your thoughts, you create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on your body. The flame is roughly the size of your palm, and pulses slightly in time with your heartbeat. It may be colored according to your whim. The light produces no heat.
Overbleed:
For every 10 points by which you exceed the Threshold you may double or half the size of the light or cause it to float up to one meter from your body in any direction.

Wall Walk
Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
You bend gravity to your will. You negate all penalties incurred by low- or high-gravity worlds. In addition, you can walk on walls or ceilings for as long as this power is active. You move across such surfaces at half your normal rate. You must also Test Agility to go between a wall and ceiling and vice versa, unless you take a Full Action to ease yourself onto the new surface.
Low Gravity Worlds
On worlds of low gravity, all characters increase their Agility Bonus by 2 for the purposes of movement . In addition, characters add 4 to the total of their Strength Bonus and Toughness Bonus for the purpose of determining carrying, lifting and pushing limits. Characters also add 2 to their Strength Bonus for determining how far they can throw objects. Double all Jumping and Leaping distances.
High Gravity Worlds
On worlds of high gravity, all characters decrease their Agility Bonus by 2 (to a minimum of 1) for the purposes of movement. In addition, characters subtract 4 (to a minimum 0) from the total of their Strength Bonus and Toughness Bonus for the purpose of determining carrying, lifting and pushing limits. Characters also subtract 2 from their Strength Bonus (to a minimum of 0) for determining how far they can throw objects. Finally, halve all Jumping and Leaping distances.

Float
Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
You focus your concentration and slowly begin to lift off the ground. You can only move up and down while under the effects of this power, and you cannot rise higher than 5 meters. You can use this power to stop yourself from falling, but you must succeed on a Difficult (–10) Willpower Test in addition to beating the PT.

Spectral Hands
Threshold: 10
Focus Time: Full Action
Sustained: No
Range: 30m
You create an invisible force that you can use to manipulate any object within 30 meters. The force has a Strength Characteristic equal to your Willpower. This power lasts until the end of your next Turn. You can use it to knock over objects, push buttons, pull levers or do any number of other things requiring force. You cannot perform any action that requires precision, such as typing on a dataslate, pulling the pin from another creature’s grenade, pull a trigger, and so on. In addition, Spectral Hands has no effect on living targets.

Lucky
Threshold: 6
Focus Time: Half Action
Sustained: No
Range: You
It is said that luck acts strangely around Psykers, no doubt in part to powers like this one. When you manifest this power, any time before the end of your next Turn, you may re-roll any one roll of your dice (including Damage rolls).

Space slip
Threshold: 11
Focus Time: Half Action
Sustain: No
Range: You
You push yourself through the edge of the warp, slipping out of reality for a brief instant and reappearing in a different nearby location. A powerful trick, but dangerous and unpredictable in its effect.
If this power is successfully manifested, the psyker is immediately moved to a point 1d5 or 1d10+2 meters away (chosen before rolling) from his starting location in a direction of his choice without regards to any intervening matter. However, he may not bypass warded barriers, void shields, Geller Fields, or the like.
Special:
If the use of this power means that the psyker would appear inside solid matter, he must pass a further Challenging (0) Toughness Test. If this Test is successful, he is thrown backwards 1d5 meters away from the offending object and is Stunned for 1d5 Rounds. If this Test is failed, he is still hurled back and Stunned as previously described, but also take 1d10 X Damage (Body Location), which is not reduced by Toughness Bonus or armour. If the solid object encountered is another living thing, it too must pass a Challenging (0) Toughness Testor become Stunned.

Psychic Blade
Threshold: 19
Focus Time: Half Action
Sustained: Yes
Range: You
A phenomenally complicated ability to master, this power allows you to project your will as a blade of psychic force. Because the blade is formed of psychic energy, it can be formed almost impossibly thin, as little as a molecule thick. A Psychic Blade can thus shear through almost any physical object with ease, and is capable of cutting through most forms of armour as if they were made of cloth. The Psychic Blade is a terribly dangerous weapon to use, though, for any stray thoughts can misdirect it with devastating effect.

Once manifested, treat the Psychic Blade as a sword wielded by the Psyker (though it does not require a free hand) that requires no Melee Training to use, but cannot Parry. To strike with the Psychic Blade, the telekine uses their Willpower Characteristic rather than Weapon Skill. On a successful hit, the weapon deals 1d10 Rending Damage, plus 2 additional points of Damage per point of your Willpower Bonus. In addition, the weapon has Penetration equal to twice your Willpower Bonus.

Psyblade 1d10+10 Pen: 10 Rending

Sense Presence
Threshold: 7
Focus Time: Half Action
Sustained: Yes
Range: 50m (see text)
Reaching out with your mind, you get a vague inkling of other life forms within range. You automatically detect all living creatures in the area. Walls in excess of 1 metre thick block this power.
Overbleed:
For every 5 points by which you exceed the Threshold, you extend the Range by an additional 10 meters.

Healer
Threshold: 7
Focus Time: Full Action
Sustained: No
Range: 10m
You channel your power into a single target to knit flesh and mend bones. You may only use this power on a willing target, including yourself. The target of this power removes 1d5 points of Damage (removing Critical Damage first).

Repeated uses of this power can be dangerous, however, not to mention painful, and the person’s flesh rebels against the intrusion of warp energy. If a person (including the Psyker) is the subject of this power more than once in a 6 hour period, they must Test Toughness or take 1d5 points of Damage (with no reduction for Toughness Bonus or Armour), rather than being healed

Haywire
Threshold: 10
Focus Time: Full Action
Sustained: No
Range:25m
You focus disruptive energies into the heart of an electronic device, causing it to temporarily malfunction. The power effectively Stuns the target for one Round. Beings with mechanical elements, such as servitors or Tech-Priests can negate the effect with a successful Willpower Test. However, failure means their mechanical elements cease to function properly for one Round.
Overbleed: For every 10 points by which you exceed the Threshold, you affect one additional target

Endure Flames
Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
You can endure the most severe flames, allowing you to walk unscathed through fire. You are immune to Damage from fire and Flame weaponry and reduce the Damage inflicted on you by Plasma or Melta type weapons by half before reduction for armour and Toughness Bonus. The effects of this power extend to your clothing and equipment.

Chameleon

Threshold: 7
Focus Time: Half Action
Sustained: Yes
Range: You
You cause reality to blur around you, distorting your image and allowing you to blend in with your surroundings. You gain a +30 bonus to Concealment Tests. In addition, all opponents using ranged weapons to attack you suffer a –20 penalty to their Ballistic Skill Tests

Sense Mechanism
Threshold:7
Focus Time: Half Action
Sustained: Yes
Range:50m
By extending your vision into the Warp and perceiving the shadows of the physical universe, you can sense machinery and constructs within the area. This does not grant you knowledge of their function, but simply their form and location. The presence of living beings blocks the line of sight beyond them, as they possess a far brighter presence in the Warp than physical objects.
Overbleed:For every 10 points by which you exceed the Threshold, you can extend the range by 10 metre

Without a Trace
Threshold:6
Focus Time: Half Action
Sustained: Yes
Range: You
You leave no tracks or evidence of your passage, including technological systems such as pict-recordings or other data stores. This does not mean that your presence cannot be seen or detected at the present time, and you trigger alarms or pitfalls normally

Telekinetic Shield
Threshold: 17
Focus Time: Half Action
Sustained: Yes
Range: You
You erect a field of telekinetic energy about you. This field functions as a force shield, granting 1 Armour Point on every location in addition to any other armour you are wearing, plus +1AP on all locations per rank of Psy Rank. By spending a Full Action to activate this Psychic Power, you may opt to cause the Telekinetic Shield to vibrate at a colour frequency of your choosing (golden yellow, skull white, ice blue, and so on). Note that whatever its hue, the shield only produces a gentle shimmer in the air. It is not opaque and cannot block your opponent’s line of sight.
Overbleed: For every 10 points by which you exceed the power’s Threshold, you increase the Armour Point by 1.

Catch Projectiles
Threshold: 16
Focus Time: Reaction??
Sustained: No
Range: 1m×Willpower Bonus
You can use your telekinetic abilities to catch incoming projectiles. This power only works against solid projectiles and so energy attacks get through normally. Until the end of your next Turn, you automatically discount a number of hits from incoming missiles equal to your Willpower Bonus, causing them to immediately stop and hang in the air. When this power ends, they fall harmlessly to the ground.

Precision Telekinesis
Threshold: 23
Focus Time: Half Action
Sustain: Yes
Range: 10m
If Telekinesis is a sledgehammer, then Precision Telekinesis is a scalpel. This ability allows you to achieve far more subtle effects with telekinetic force. At its most basic, this power can pull the pins on grenades, press buttons, jog triggers, undo latches and direct small projectiles to deadly effect. Essentially, with this power, you can manipulate objects as if you were physically handling them. In any situation where the task would call for a Characteristic Test you substitute your Willpower instead

Fear Full Aura
Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: You
You twist reality in such a way as to make you appear more sinister and dangerous. You become the source of dread for anyone who looks upon you. Whilst this power is active, you have a Fear Rating of 2. See Chapter VIII: The Game Master, page 232 for details on Fear Ratings .

Overbleed:For every 10 points by which you exceed the Threshold, your Fear Rating increases by 1.

FEAR

Fear comes into effect when the Acolytes are confronted with scenes of atrocity or horror, or when they are called on to battle against terrifying aliens, insane perversions of science and nightmarish entities from the warp. When an Acolyte is confronted by such a frightening event or adversary, they must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the Acolyte passes this Test then he may continue to act as normal. If he fails however, he succumbs to Fear

Degrees of fear
Some things are clearly more frightening than others; for an Acolyte, having a gun waved in his face by a ganger, although obviously dangerous, is not sufficient to call for a Fear Test. However, having a gun waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds—that calls for a somewhat severe one. The Table 8-3: Fear Test Difficulties, offers some guidelines on the severity of Fear Tests.
table 8–3: Fear Test Difficulties

Severity of Fear Test Mod Exampl Adversaries
Fear (1) Disturbing (0) Nightwing, Revenant,Synofian Bore Worm
Fear (2) Frightening (–10) Carnosaur,Dusk Stalker,Murder Gholam
Fear (3) Horrifying (–20) Incarnate Daemon,Astral Spectre, Psychneuein
Fear (4) Terrifying (–30) The King in Ragsand Tatters
The Shock Table Roll a d100 and add 10 for every degree of failure.
01–20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
21–40 Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all Tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
41–60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.
61–80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
81–100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
101–120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain consciousness he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
121–130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131–140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
141–160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161–170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of “acute hallucinations” (see Disorders, page 234) for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.
Bio:

Killed after a Prosession of a Warp Enity.

Ferrus Grimm

Dark Heresy (ABQ) wkoppin NicMuehlenweg