Homeworld Highborn
Background Adeptus Ministorum
Role Seeker
Wounds 12/12
Fate 5/5
Fatigue Threshold: (TB+WPB) 8 Current: 0
Insanity 0
Corruption 0
Characteristics
Weapon Skill 50
Ballistic Skill 27
Strength 40
Agility 40
Toughness 41
Intelligence 31
Perception 43
Willpower 45
Fellowship 45
Influence 32
Skills
Known: Acrobatics, Athletics, Charm, Command, Common Lore (Adeptus Ministorum, Imperial Creed), Dodge, Deceive, Inquiry, Interrogation, Intimidation, Linguistics (High Gothic, Votann), Navigate (Surface), Scholastic Lore (Heraldry, Judgement), Stealth, Survival
Trained: Awareness, Scrutiny
Talents
Weapon Training (Low Tech)
Weapon Training (Flame)
Disarm
Weapon Training (Chain)
Home World Bonus
Breeding Counts: Any time a highborn character would reduce his influence, he reduces it by 1 less (to a minimum reduction of 1).
Background Bonus
Faith is All: When spending a Fate point to gain a +10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead.
Role Bonus
Nothing Escapes My Sight: In addition to the normal uses of Fate points, a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus.
Divination Even one who has nothing can still offer his life.
When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, he survives whatever grievous wound would have killed him but does not reduce his Fate threshold.
Equipment
Hand flamer, Chainsword, Flak vest, backpack, glow-globe, monotask servo-skull (laud hailer), Respirator, Micro-bead
Max Carry WT (SB+TB): 8 = 56kg
Hand Flamer Rng: 10m, RoF: S/–/–, Dmg: 1d10+4 E, Pen: 2, Clip: 2, Rld: 2 Full, Flame, Spray
Chainsword Dmg: 1d10+2(+SB) R, Pen: 2, Balanced, Tearing
Armor Arms: 0 Body: 3 Head: 0 Legs: 0