Corruption Points: 36
Gift of the Gods at 10, 30, 60, and 90.
Gift of the Gods (Tzeentch)= 33 (+/- 3)
EYE OF CHAOS:
The character gains the Psyniscience Skill or, if he already possesses the Skill, advances it by +10.
Tzeentch: The character’s eyes shine with the multihued gaze of the Lord of Lies. The character gains the Deceive Skill, or, if he already possesses the Skill, advances it by +10.
Reward of Tzeentch)= 50 (+/- 3)
FACE OF TZEENTCH:
The God of Change grants the character a face resembling his own. His features pucker and take on something of the inscrutable visage of Tzeentch, they shift and change constantly, his eyes, nose, and mouth moving around his face in a most disturbing manner.
The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it), plus the Peer (Mortal Followers of Tzeentch) Talent.
Talents:
Ambidextrous (The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.)
Ancient Warrior (The character can command special respect from other veterans of the Long War and gains a +10 to all Fellowship Tests and Skill Tests based on Fellowship when dealing with such NPCs. In addition, Chaos Space Marine Minions of the character increase their loyalty by +10. Long War weaponry is also easier for him to obtain and all weapons with the word “Legion” in the title count as one Availability category easier than normal (i.e. Rare becomes Scarce, Scarce becomes Average, etc.). Finally, veterans of the Long War are despised by the Imperium and the Adeptus Astartes especially, and should the character’s past become known by these powers it is likely to end in blood...)
Bulging Biceps (The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the -30 penalty for failing to brace. In addition whenever the character uses the Athletics Heft Special Skill Use (see page 96) he may add +20 to his Athletics Skill Test to reflect his massive muscles.)
Favoured by the Warp (Whenever a Power Roll results in Psychic Phenomena, the character may roll one additional time on that table and take the more favourable result.)
Heightened Senses (Hearing, Sight) (The character gains a +10 bonus to any tests specifically involving this sense.)
Legion Weapon Training (Chaos Space Marines are proficient with all weapons of the Bolt, Chain, Heavy, Melta, Plasma, Power, Flame, Primary, Las, Solid Projectile, Thrown, and Launcher categories.)
Meditation (Success on a Willpower Test and 10 minutes without interruption removes one level of Fatigue.)
Nerves of Steel (The character may reroll failed Willpower Tests to avoid or recover from Pinning. In addition is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.)
Peer (Mortal Followers of Tzeentch)
Psy Rating (4)
Quick Draw (The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic-class ranged weapon, or a melee weapon that can be wielded in one hand.)
Resistance (Cold, Heat, Poisons) (The character gains a +10 bonus when making tests to resist the effects of this group.)
Unarmed Warrior (Due to extensive training in techniques of unarmed combat the character has gained the Natural Weapon Trait (see page 142) improving all his unarmed attacks from 1d5-3 to 1d10 Primitive (7) and meaning he counts as armed even when facing opponents with weapons while bare handed.)
Warp Sense (The character’s senses have evolved to perceive the Warp in
parallel with the physical world. After gaining this talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such warp signature or creature the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use Awareness to spot an ambush without knowing it is there.)
SPECIAL ABILITY: SORCERER
The Heretic gains the Psyker Trait (listed below), a Psy Rating of 2, and 1 Corruption Point. When determining Psychic Strength (see page 206), he counts as Bound.
Traits:
Amphibious (The creature can breathe water as well as air and can stay underwater indefinitely without the need to surface.)
Fear (2)
Psyker
Unnatural Strength (+4) Unnatural Toughness (+4) (Whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.)
Wounds: 14
Starting Equipment:
Traitor Astartes Gear:
Legionnaire Power Armour H/A/B/L 8 AP 100kg
• Auto-senses: So long as the bearer is wearing his helmet, he gains the Dark Sight Trait and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. (These benefits stack with any bonuses Chaos Space Marines may get from their organs and implants). In addition, the wearer gains the ability to make the Called Shot Action as a Half Action.
• Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the armour is powered.
• Sustainable Power Source: Whether a miniature stacked atomic pile or something more esoteric, the backpack power supply of this armour is effectively everlasting. This suit of armour does not need to be recharged or replenished to operate.
Legionnaire Bolter 100m S/3/– 1d10+5X 4 24 Full Tearing 7kg Very Rare, four magazines for starting weapon
Legionnaire Bolt Pistol 30m S/2/– 1d10+5X 4 8 Full Tearing 3.5kg Very Rare
Legionnaire Combat Knife 1d10+7 R 0 Pen 2kg Very Rare
Legacy Force Scythe 1d10+17 R 9 Pen Unbalanced, Force 10kg Near Unique +5 Weapon Skill
Infamy Gear:
2 Points making my Force Scythe a Legacy Weapon
PSYCHIC HOOD (Poor)
Psychic Hoods are ancient and arcane devices that allow a psyker protection against psychic attacks through networks of psychically-attuned crystals woven into the material surrounding the wearer’s cranium. They are primarily integrated into Power or Terminator armour, though some are worn simply as a helmet or elaborate headdress. A Heretic wearing one may spend his Reaction to attempt to nullify a power used by another psyker within a range in meters equal to the character’s Willpower, said Reaction to be announced before the other psyker has made his Focus Power roll. The wearer first makes a Focus Power (Willpower) Test, with every Degree of Success imposing a –10 penalty on the enemy’s Focus Power Test. Alternatively the wearer may try to nullify a power that affects him directly, no matter the range. He makes the same test as before, and if successful is unaffected by the power but other targets or areas are affected as normal by the power. Note that a nullification test may trigger psychic phenomena based on the Psychic Strength as normal.
Experience Spent:
Infamy Advance 500 U
Simple Willpower 250 T
Forbidden Lore (Psykers) 200 T
Psyniscience Trained 350 T
Tier 1 Ancient Warrior 250 U
Tier 3 Psy Rating (4) 750x2 U
Tier 1 Warp Sense 250 T
Tier 3 Favoured by the Warp 750 T
MIND OVER MATTER
Alternate Names: Spectral Hands, Ethereal Motion
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Willpower Test; Special – See Below
Range: 5 metres per Psy Rating
Sustained: Half Action
Subtype: Attack (if used to throw target), Concentration
Description: The basic talent of telekinesis is a versatile and immensely useful tool in any psyker’s arsenal, a valuable means of exerting his will upon his immediate surroundings. Human psykers, whether sanctioned by the Imperium or lurking in the shadows beneath so-called civilisation, speak of reaching out with hands of spectral presence, or imbuing objects with motion or inertia that should otherwise not exist.
A psyker with this power may use it in one of three ways: constant motion, rapid push or forceful throw. When using constant motion, the Focus Power Test is Routine (+20), and the psyker may move any object within range and line of sight that weighs no more than 10kg x Psy Rating. Objects moved in this way can only be moved too slowly to be used to attack, and when released the object drifts slowly to the ground.
When using a rapid push, the Focus Power Test is Ordinary (+10), and Opposed by a Strength Test from a single target within range and line of sight. If the target fails the test, he is thrown backwards Psy Rating metres, plus an additional metre for every Degree of Success on the Focus Power Test.
When using a forceful throw, the Focus Power Test is Challenging (+0), and allows the psyker to lift an object weighing no more than 5kg x Psy Rating and thrown at an enemy within range, hitting them to deal 1d10 Impact Damage +1 for every 5kg of the object’s weight.
PRECISION TELEKINESIS
Alternate Names: Subtle Will, Geisthand, Iridescent Grasp
of Edriané,
Value: 100xp
Prerequisites: Mind over Matter
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 5 metres per Psy Rating
Sustained: Half Action
Subtype: Concentration
Description: The true Telekine does not just manipulate large objects with clumsy force. Precision and care are essential for the more complex applications of telekinetic force. Adeptus Astra Telepathica Savants speak of the subtle will as a state of calm determination, while Eldar legend tells of the seeress Edriané, whose gifts produced a psychic touch of peerless dexterity.
This power allows the psyker to perform any task he could accomplish with his bare hands, such as operating complex controls, picking a pocket, wielding a weapon or grabbing an adversary. In any situation where the task in question would require a Characteristic Test, the psyker substitutes his Willpower instead. The psyker’s Psy Rating substitutes for his Strength Bonus while using this power.
TELEKINETIC SHIELD
Alternate Names: Bulwark, Kineshield, Bunker of Will
Value: 200xp
Prerequisites: Mind over Matter, Willpower 45+
Action: Half Action
Focus Power: Ordinary (+10) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The psyker constructs a barrier of denial and defiance that deflects the attacks of his enemies as if it were a solid object. Ancient, long-buried lore from the time of the Heresy calls these manifestations Kineshields, and explains that great psykers of the past could once protect squads, or even armies, of warriors beneath great and impervious barriers of this sort. While this power remains in effect, the psyker is considered to have all locations protected by cover with an AP value equal to his PR. This cover is not ignored by weapons with the Warp Weapon Quality.
THOUGHT SENDING
Alternate Names: Echo of Thought, Whispered Will
Value: 100xp
Prerequisites: None
Action: Free Action
Focus Power: Simple (+40) Opposed Willpower Test
Range: 1 kilometre per Psy Rating radius
Sustained: No
Subtype: None
Description: The psyker can send his thoughts into the minds of those around him. This is the most crude and basic of telepathic techniques, known to vast numbers of psykers of many species and allegiance. The psyker can broadcast a short message—no more than one sentence per Psy Rating—to a number of individuals (no more than two for each Degree of Success scored on the Focus Power Test), or indiscriminately to every single creature within range. Minds who do not wish to be contacted in this way may resist with a Willpower Test, gaining a +20 to their test if they do not share a language with the psyker, as many of the mind’s processes are still linked to the structure of language.
Weapon Qualities:
FORCE
Used exclusively by psykers, these weapons combine archeotech circuitry pattern with rare psycho-reactive crystals to channel their mental power into deadly, reality-rending force. Force weapons can take many forms, and comprise several specialised variants, but are largely restricted to swords, staves, and axes. Any melee weapon with the Primitive Quality can be a Force weapon, and increases its Availability to Extremely Rare. Unless wielded by a psyker, Force weapons simply count as normal weapons of their type and are not considered to have the Force Quality. In the hands of a wielder with a Psy Rating, their true power is revealed. For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. If the weapon possesses the Primitive Quality, it loses this Quality. For example, a Force sword wielded by a character with Psy Rating 3 would inflict 1d10+3 (plus SB) and have a Penetration of 3. In addition to normal Damage, whenever a psyker Damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every Degree of Success, the Force weapon’s wielder deals an additional 1d10 E Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
TEARING
Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone or simply blasting massive wounds in flesh. These weapons roll one extra die for Damage, discarding the lowest die rolled.
UNBALANCED
Heavy and difficult to ready after an attack, these kinds of weapons impose a –10 penalty to any Parry Skill Tests when wielding this weapon. Unbalanced weapons cannot be used to make Lightning Attacks.
LEGACY
A Legacy Weapon that does not possess the Power Field Quality only has a 10% chance of being destroyed when it Parries or is Parried by a weapon with that Quality, rather than the usual 75% chance.
History:
Pride: Devotion
The character’s faith in the Chaos sustains him. He is confident that there never has been nor will there ever be another follower of the cause as self-sacrificing. He believes that this grants him a special status to the Dark Gods, but is wont to rely on this instead of his own strength.
Disgrace: Hubris
The Heretic’s self-confidence and bluster vastly exceeds his abilities. He never fears or even considers failure. Instead, he engages in every challenge, often with little consideration for what preparations might be necessary or the consequences of failure.
Motivation: Ascendancy
Mortal power is fleeting and life is short. The Heretic wishes to overcome both of these limitations by assuming a permanent level of at least daemonic power, but preferably a transformation to the divine and unholy.
Long nights spent gazing into the Warp, certain of his purity of purpose.
Domitan is a Sorcerer of the Black Legion. He remembers the fall of the Warmaster, and the shocked retreat from the bloody soil of Terra.
He remembers how his Captain, Abaddon, took hold of the Legion, and brought them out of their incompetence, and ended the defilement of The Warmaster’s corpse.
Grief and anger, twisted by lies. "I can raise your Warmaster," It said, "All you have to do is follow." An insidious idea.
Domitan was lost when The Warmaster fell. He spent hours staring into the Warp, searching for meaning. As he stared into the Abyss for what seemed like years, the Abyss stared back. His prayers were answered. His prowess in battle increased significantly, and he resolved to devote his life to Chaos. Yet that didn’t seem to be enough. No, what is one life worth to the Omnipotent Chaotic powers? With their blessings he can never fail! Some might call this hubris, but Domitan knows otherwise. Dissatisfied with the pitiful offering that is his mortal life, Domitan has chosen to devote himself to ascending to Daemonhood, to better serve the powers of Chaos.
Why turn to others for power? I can find it myself. The Warmaster can rise again!
With this in mind, Domitan began blazing a trail through various planets in his search for power. It was on an Eldar Craftworld that he found the Webway, the winding conduits that burrow through the Warp. A vicious battle was fought along those tunnels through time and space, culminating in a Farseer blasting Domitan through a tunnel wall. He landed on New Phaeton, and there joined a number of his brothers-in-chaos in their slumber.
Allies. Perhaps this time I will be more successful...