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Post by yogsottoth on Jul 7, 2014 16:15:58 GMT 8
First Post
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Post by yogsottoth on Jul 7, 2014 16:40:57 GMT 8
10 2d10 and drop the lowest:
1. r9PMMqYh2d10 2. 2d10 3. 2d10 4. 2d10 5. 2d10 6. 2d10 7. 2d10 8. 2d10 9. 2d10 0. 2d102d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10
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Post by yogsottoth on Jul 7, 2014 16:48:14 GMT 8
Mind Cleanset Traits:
Thanks to their unique nature Mind Cleansed characters gain the
following Traits. Record all of these on your character sheet:
Engram Implantation
With portions of the subjects’ minds left more or less as blank
slates waiting to be filled, their reprogrammers often use
egramatic induction to burn a variety of useful skill patterns
directly into the Acolyte’s cortex.
Effect: You begin play with Deceive (Fel) and Intimidate
(S) skills. You treat Common Lore (Tech) (Int) and Survival
(Int) as Basic Skills. You also begin with the Jaded and
Pistol Weapon Training (SP and Las) talents.
Failsafe Control
All Mind Cleansed Inquisitorial agents have a failsafe
command trigger implanted in their minds to prevent them from turning on their masters. Only the relevant
NPC (their Inquisitor for example), should ever have
access to this trigger, which usually must be delivered
telepathically or by a specific sonic cadence (a simple
code phrase is usually judged too risky).
Effect: The trigger works just like the use of the
Dominate Psychic Power (see page 178 in Dark
Heresy). If the trigger is successful, you may be given
an order or set of instructions you must carry out to
the best of your abilities. However, if the command is
antithetical or directly harmful to you, you may receive
an appropriate bonus to resist the control.
Imperial Conditioning
Inquisition mind-scrubs are usually carried out to
destroy selective memories but leave useful skills intact.
Likewise the mind is often implanted with psychic
barriers to prevent tampering, increase mental resilience
and ensure loyalty.
Effect: You gain a +10 bonus on Willpower Tests made
to resist Fear or attempts to control or possess your mind
(psychically, chemically or otherwise).
Through A Mirror Darkly
The mind cleansing process has numerous side effects,
including an eroding effect on the subject’s sanity and unique
dangers of its own for the character.
Effect: You start play with 1d5+2 Insanity Points. At the GMs
discretion, certain rare events, individuals and even things like
phrases, sights, and smells may trigger “repressed” memories—
roll on Table 1-3: Shards of Memory. When this occurs you
must pass a Willpower Test or roll on the Shock Table (see
page 233 in Dark Heresy)—note that your conditioning and
any Talents that resist Fear or Insanity don’t
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Post by yogsottoth on Jul 7, 2014 16:52:38 GMT 8
So... Insanity Roll:
mETB_MSE1d5+2
1d5+2
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Post by yogsottoth on Jul 7, 2014 16:55:24 GMT 8
Starting Wounds:
9cUlgYtBd5+8
Fate Points:
1d10d5+8·1d10
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Post by yogsottoth on Jul 7, 2014 17:33:50 GMT 8
Sanctioning Side Effects: 1d100: FA8n6ASQ1d100 1d100
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Post by yogsottoth on Jul 7, 2014 17:42:42 GMT 8
Age&Aspect:
-Diced as Void Born-
Aspect: 5qDGzfIo1d100
Age:
1d100 1d100·1d100
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Post by yogsottoth on Jul 7, 2014 17:44:23 GMT 8
Rectified Age as Psycker:
Youth (15+1d10) + 3d10:
6uqN8rmq4d10+15 4d10+15
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Post by yogsottoth on Sept 18, 2014 16:29:16 GMT 8
Moar insanity, folks this time, for beeing a psyker. 7HmifqO41-51-5
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Post by yogsottoth on Sept 18, 2014 16:36:15 GMT 8
Starting Skills
Starting Skills: Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Merchant) (Fel) or Trade (Soothsayer) (Fel), Literacy (Int).
Starting Talents: Melee Weapon Training (Primitive), Pistol Weapon Training (SP) or Pistol Weapon Training (Las), Psy Rating 1.
Starting Gear: Axe or sword, staff, compact stub revolver and 3 bullets or compact las pistol and 1 charge pack, knife (psykana mercy blade), quilted vest, tatty robe (Poor Quality Clothing), book of Imperial saints or deck of cards or dice, Psy-Focus, sanctioning brand.
Starting Rank: Sanctionite—
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Post by yogsottoth on Sept 18, 2014 16:41:54 GMT 8
Weath 50+1d5: i6EnxwtI1d5+501d5+50
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Post by yogsottoth on Sept 18, 2014 16:54:08 GMT 8
Psychic powers:
2 (willpower bonus / 2):
1st: Call Item Threshold: 5 Focus Time: Half Action Sustained: No Range: Unlimited You summon a specially prepared item to instantly appear in your hand. To prepare the object, you must spend one hour in deep meditation, infusing the object with your psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. You may only have one prepared item at a time.
2nd: Fearful 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,
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Post by yogsottoth on Sept 27, 2014 19:37:56 GMT 8
Basic Skills Deceive (FEL) Intimidate (S) -Common lore (tech) and Survival (Int), count as basic Skills-
Advanced Skills Speak Language (Low Goth.) Psyniscience (Per) Invocation (WP) Trade (Merchant) (Fel) Literacy (Int)
Talents and Traits Melee Weapon Training (Primitive) Pistol (SP and Laser) Jaded
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Post by yogsottoth on Sept 27, 2014 19:49:21 GMT 8
1st 400 XP ti spend: Flagellant (Talent) 100 xp Hatred (Daemons) (Talent) 100 xp Sound Constitution (talent) 200 xp
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Post by yogsottoth on Sept 27, 2014 21:36:53 GMT 8
2nd 4600XP to Spend:
Minor Psy Power (100) - Inflict Pain
-Upgrade to Neonate (500xp)-
Paranoia (talent) 100 xp Willpower Simple 100 xp (+5 wp) Willpower Intermediate 250 xp (+5 wp) Willpower Trained 500 xp (+5 wp)
-Upgrade to Aspirant (1450xp)-
Willpower Expert 750 px (+5 wp)
-Upgrade to Scholar Materium Advances (2200xp)-
Psi Rating 2 (talent) 200xp -3 minor psy powers: Healer Inspiring Aura Sense Presence Chem Use +10 (Skill) 100 xp Psi Rating 3 (talent) 200 xp -Select Discipline: Telekinetics -1 Psy Power Psychic Crush -3 minor psy Powers Torch Weapon Jinx Weaken Veil Psychic Power (Catch Projectiles) 200 px Psychic Power (Force Bolt) 200 px
-Upgrade to Scholar Medicae Advances(3100)-
Forbidden Lore (Psykers) 100 xp Forbidden Lore (Psykers) +10 100 xp Psychic Power (Psychic Blade) 100 px Psychic Power (Force Barrage) 100 px Psy Range 4 (talent) 200 xp -New Discipline (Pyromancy) -Psy Power: Fire Storm Corpus Conversion (T) 200 xp Discipline Focus (T) 200 xp Forbidden Lore (Mutants) (skill) 100 xp Chem-Use +20 (skill) 100 xp
Spend so far xp 4300
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