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About Phineus FaeydCurrently Carried Equipment:
Weapons: Exitus Rifle and Pistol Trophy Knife Armor:
Other Gear:
Phineus Fayed, Vindicare Assassin Description: Phineus is average in almost every way. Of medium build with nondescript face, the man doesn't look to be in particularly good shape, though he's not fat by any means. Probably average for his age, though even that is hard to place. He has a few stray grey hairs, but it's difficult to tell if this is because he's greying early or not. He has no distinctive scars and, in fact, doesn't appear to have seen much action at all. Perhaps a little run down, but what middle class worker isn't in the Imperium? Statistics:
Weapon Skill: 45
Wounds: 15
Movement:
Armor: 2 All
Skills:
Trained Skills:
Basic Skills:
Talents:
Ambidextrous: You do not take the normal –20 penalty for making attacks with your secondary hand. Basic Weapon Training (SP) Blindfighting: You take half the usual penalties when fighting in environments that obscure your vision, such as fog, smoke and darkness. Counter Attack: When you successfully Parry an opponent’s attack, you may immediately make an attack against that opponent using the weapon with which you Parried. This attack takes a –20 penalty to the Test. Decadence: When drinking alcohol or similar beverages, you do not pass out until you have failed a number of Toughness Tests equal to twice your Toughness Bonus. You also gain a +10 bonus to tests made to continue using drugs within 24 hours. Exotic Weapon Training (Exitus) Good Reputation (Inquisition): +10 bonus to Fellowship Tests when dealing with this group. Heightened Sense (Hearing, Sight): +10 bonus to any Tests involving this sense. Jaded: Never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however. Labyrinth Conditioning: +10 bonus on Deceive Tests when being questioned and to resist anyone using the Intimidate skill on you. You also have a +10 bonus to Willpower to resist Interrogation and mind reading effects such as Mind Scan. [The Inquisitor's Handbook pg. 83] Master Orator: Your Fellowship Tests and Fellowship-based Skill Tests can affect 10 times the normal number of people. Melee Weapon Training (Power, Primitive) Mental Fortress: Whenever you are the target of a psychic attack, you force the psyker to make a Willpower Test. On a failure, the psyker takes 1d10 points of Damage plus 1 Damage per point of your Willpower Bonus. This Damage is considered Impact Damage, directed at the head (more specifically, the face). The psyker can reduce this Damage by an amount equal to his Willpower Bonus. This Damage bypasses armour and any Toughness Bonus. Mimic: You have an extraordinary ability to copy another person’s voice patterns. [DH Core pg. 119] Nerves of Steel: You may re-roll a failed Willpower Test to avoid or recover from Pinning. Peer (Administratum, Government, Inquisition, Military, Nobility, Underworld, Workers): +10 bonus to all Fellowship Tests when interacting with your chosen group. Peerless Marksman: The character adds +2 to damage inflicted with ranged weapons, and when he inflicts critical damage with a ranged weapon, he causes a further 4 points of damage. Further, when making a called shot, the character does not incur the normal –20 penalty and suffers no penalties for shooting at long or extended range. [DH Ascension pg. 108] Pistol Weapon Training (SP) Rapid Reload: All reload times are reduced by half (round down). Resistance (Poisons, Psychic Powers): +10 bonus when making a test to resist or avoid the object of your resistance. Rival (Unknown) Sound Constitution (5) Strong Minded: You may reroll failed Willpower Tests to resist any Psychic Powers that affect your mind. Talented (Deceive): +10 bonus to Tests when using this Skill. Unremarkable: Attempts to notice you when amongst other people or anyone attempting to describe you or recall details about you incurs a –20 penalty. Sprint From Bionic Locomotion]: When taking the Full Move action, you may move an extra number of metres equal to your Agility Bonus. When taking the Run action, you may double your Movement for one Round. If you use this Talent two turns in a row, you gain one level of Fatigue.
Traits:
Dark Sight [From Interkeratic Implants] Unnatural Agility Accustomed to Crowds: Crowds do not count as Difficult Terrain for hivers, and when Running or Charging through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.
Class Abilities:
Temple Assassin: re-roll on any Acrobatics, Climb, Contortionist and Swim Test. The second is a preternatural grace which allows the Assassin a number of extra Reactions equal to his Agility Bonus. These bonus reactions may only be used to make Dodge or Parry tests. The Assassin may still only attempt a single Dodge or Parry against each attack made against him. Conditioning: Fellowship Tests and Skill Tests based on Fellowship have no effect on a Assassin. In addition, any attempt to control or influence the Assassin using tech, psychic powers, or drugs either imposes a –20 penalty to the aggressor or a +20 bonus to the Assassin to resist. Standard Issue Equipment:
The character adds +2 to damage inflicted with ranged weapons (accounted for below), and when he inflicts critical damage with a ranged weapon, he causes a further 4 points of damage. Further, when making a called shot, the character does not incur the normal –20 penalty and suffers no penalties for shooting at long or extended range. Weapons
Exitus Pistol [Near Unique, Best Craftsmanship]
Mono-knife [Best Craftsmanship]
Armor:
Gear:
Ammunition:
Special Exitus Ammunition
Equipment:
Weapons Dorcas Pattern Stub Automatic [Rare, Best Craftsmanship] [Pistol], Range: 30m, RoF: S/3/-, Dmg: 1d10+3+2 I, Pen: 0, Clip: 9, Rld: Free, Wt: 1.5kg Ammunition: Man-stopper Bullets [Scarce] Adds 3 to its Penetration. Autogun [Average, Best Craftsmanship]
Null Rod [Very Rare, Best Craftsmanship]
Trophy Knife [Very Rare, Best Craftsmanship]
Armor
Notable Gear
Basic Gear
Cybernetics:
Twitch Mask [Very Rare, Best Craftsmanship]: A complex network of micro-servos and subskin synth-flesh dispensers, twitch-masks allow the user to adjust his facial features at will, altering shape and texture in a matter of moments. +20 bonus on all Disguise Tests. [RT Hostile Acquisitions pg. 69] Interkeratic Implants [Scarce]: Dark Sight Trait and immune to the effects of photon flash grenades. [RT - Hostile Acquisitions pg. 69] Bionic Arm (Right Arm) [Scarce, Best Craftsmanship]: +10 bonus on Agility Tests requiring delicate manipulation (such as Sleight of Hand) and add a +10 bonus to Strength Tests using the arm. Bionic Locomotion [Scarce, Best Craftsmanship]: Good versions of these systems grant the owner the Sprint talent. In addition they add a +20 bonus to Athletics Tests made to jump or leap. Bionic Respiratory System [Rare, Best Craftsmanship]: +20 bonus to Toughness Tests made to resist airborne toxins and gas weapons. Full life support. Bionic Heart [Rare, Best Craftsmanship] [RT Core pg. 149][Note this cybernetic has no effect other than cosmetic due to overlap with other cybernetics.] Subskin Armour [Very Rare, Best Craftsmanship]: +2 Armour to the Arms, Body, and Legs locations. [RT Core pg. 151] Cranial Armor [Rare, Best Craftsmanship]: +2 Armour—this bonus stacks with any worn Armour—to the Head location. [DH The Lost Dataslate pg.11] Autosanguine [Very Rare, Best Craftsmanship]: When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day. [Only War Core pg. 205] Experience:
Rank 1 (0-499): Dreg 400xp Background: Imposter (Book of Judgment pg. 38), Skills: Deceive, Disguise, Talents: Talented (Deceive) 100xp Awareness +10 Rank 2 (500-999): Outcast
Rank 3 (1,000-1,999): Outlaw
Rank 4 (2,000-2,999): Renegade
Rank 5 (3,000-4,999): Shadow Agent
Rank 6 (5,000-6,999): Fixer
Rank 7 (7,000-9,999): Shark
Rank 8 (10,000-12,999): Charlatan
Rank 9 (13,000-16,999): Vindicare Assassin
Total Experience: 15,000
Character Creation:
Starting Equipment Acquisitions Unique [1] Supply of Exitus Ammunition Near Unique [1]
Extremely Rare [2]
Very Rare [3]
Statistics Rolls
4: 2d10 ? (8, 10) = 18*
7: 2d10 ? (10, 10) = 20
Reroll 5: 2d10 ? (4, 3) = 7* Stat Breakdown:
Wounds: 6 (Toughness) +5 (Roll) +5 (Sound Constitution) -1 (Transition Package) Homeworld: Hive World Divination: "There is no substitute for zeal." Increase Toughness and Willpower each by +2 Starting Career: Scum
Talents: Ambidextrous, Melee Weapon Training (Primitive), Pistol Training (SP), Basic Weapon Training (SP). Career Progression: Dreg-Outcast-Outlaw-Renegade-Tyrantine Shadow Agent-Fixer-Shark-Charlatan-Vindicare Assassin Transition Package: Hero of the Inquisition: +5 Fellowship, Peer (Inquisition), Good Reputation (Inquisition), Rival (Unknown)
The Record of Phineus Fayed:
Phineus was born on one of the many Hive world of the Imperium. If you ask him, he'll say that he doesn't even remember which. Sometimes he's not lying. Early records show very little information of Phineus as a teenager. There is some indication that he was recruited during the investigation of a cult, but it is unclear whether he was a member, or was recruited prior and then inserted inside. Much of the report has been redacted, including the name of the world. Most of his early career consists of both short and long term undercover work. He was tasked out to various operations to provide support, and on a few occasions provided consultation work on covert agent handling procedures. One notable operation was the infiltration of a Sibellus underhive criminal enterprise. The organization had done several raids on an Adeptus Hab and stole very serious equipment. It took a year for Phineus to infiltrate the scroungers, becoming part of the crew and learning their ways, eventually tracking down and retrieving all of the missing gear. Many members of the cells were eventually recruited based on Phineus' recommendation with the rest being eradicated. These missions did not come without consequences, to Phineus' mind as well as his body. It got to the point that he felt he was being rebuilt after each mission, both inside and out. Sometimes he felt half human, other times even less. Phineus found it harder and harder to hold on to who he was after losing himself in the role he was assigned. It was after his longest assignment that his mind broke and nearly never recovered. A three year operation to infiltrate an organization whose reach spanned several planets, a scope almost beyond comprehension. The records are spotty concerning how Phineus first gained access, and then lose track of him until his rise in prominence within the organization. There were many operatives working the mission, but few played as much a part as he in taking down the leaders. Due to its far reaching nature, the Inquisition is still hunting down and cleansing the cells, but the overall organization has been dissembled. Unfortunately for Phineus, his mind had been completely broken by the ordeal. Before he’d easily been able to slip into a new identity as he would a shirt, but now he couldn’t hold on to one for more than a few moments, and none seemed real to him. The Tenebrae Collegiate took notice and decided that with work; perhaps Phineus could become a valuable agent. After a year of therapy and training he slowly rebuilt his own psyche from the ground up. Even stronger and more flexible than before, Phineus found himself and with a renewed purpose rejoined the fold ready for work. The records show no assignments in the time between taking down the shadow government to the one that he has become most famous for, though there are rumors that he advised several high level functionaries and managed counter-intelligence for a handful of organizations. His next recorded assignment, and the one he is so well known for, was the infiltration of the crew of Hazael the Unseeing, one of the most famous Inquisitors of the Calixis Sector. In those early days there was only a growing concern that he might be spreading heresy, though, of course, we now know that those concerns were well founded. But Hazael had many connections, and even friends, within the Inquisition, and so it took a long time for action to be taken. As usual, the records are unclear on exactly how Phineus gained the man’s trust, though what is known is that he used the crew’s Judge, a woman whose judgment Hazael trusted implicitly. Phineus quickly became a trusted member of the crew and worked beside them like a brother. As you can read from the scripts of the interrogations of the survivors, Phineus’ betrayal hit them all quite hard. Some still not believing that he was the traitor. Magistrate Evailyn, apparently, was caught the most unawares. As the story goes, Phineus had gained her trust through a romantic relationship. This isn’t in the report, but it would explain the reaction. Then again, Magistrates aren’t known for taking betrayal lightly no matter the relationship prior. We’re all aware of how Hazael met his end, but what is lesser know is what happened to Phineus afterward. His body was left a wreck by the combined wrath of Hazael and his Judge, but he survived. It took a full year to recover. During which the rest of Hazael’s resources were being tracked down and finally extinguished. Unfortunately we haven’t found them all, but we’ll get there. The Emperor is patient. It is our determination that long term undercover work will be problematic due to Phineus Fayed’s recent high profile activity. Hazael was well known within the Inquisition and without and still has allies even after his death. We have received a request to take this servant in to the Temple for training. We concur. As once this man’s mind was rebuilt, so too shall his body be. He has the natural talent, patience, and fortitude for infiltration work and we feel that he will serve well. Let him carry out the Emperor’s work…if he survives the training.
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