Mathezic

Phineus Faeyd's page

166 posts. Alias of aptinuviel.


Gender

Wounds: 15/15, Fate: 3/3, AP: 5 [All] (Vindicare Stealth Suit)

About Phineus Faeyd

Currently Carried Equipment:

Weapons:
Exitus Rifle and Pistol
Trophy Knife

Armor:
Vindicare Stealth Suit and Mask

Other Gear:
Backpack, Chrono, Microbead, De-Tox (Drug) [2 Doses], Lascutter, Screamers [3], Stummer, Saboteur's Supplies

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
Ballistic Skill: 51
Strength: 27 [+20 in Ignatus-pattern Power Armor, +10 Right Arm]
Toughness: 35
Agility: 55 [Unnatural Agility]
Intelligence: 32
Perception: 40
Willpower: 51
Fellowship: 60

Wounds: 15
Fate: 3
Insanity: 9
Corruption: 5

Movement:
Half 5, Full 10, Charge 15, Run 30 Sprint Talent
In Ignatus-pattern Power Armor: Half 6, Full 12, Charge 18, Run 36
Initiative: +11

Armor: 2 All
In Vindicare Stealth Suit: 5 All
In Ignatus-pattern Power Armor: 11 All
+2 Toughness Bonus Right Arm, Legs [Bionic Replacements]

Skills:

Trained Skills:
Acrobatics [Ag]
Awareness [Per] +20 [Sight/Hearing +10]
Barter [Fel] +20
Blather [Fel] +20
Carouse [T]
Charm [Fel] +20
Chem-Use [Int]
Ciphers (Underworld) [Int]
Common Lore (Imperium, Underworld, War) [Int]
Concealment [Ag]
Deceive [Fel] +20 [Talented +10]
Disguise [Fel] +20 [Twitch Mask +20]
Dodge [Ag] +20
Drive (Ground Vehicle) [Ag]
Evaluate [Int]
Forbidden Lore (Cults) [Int]
Inquiry [Fel] +10
Literacy [Int]
Navigation (Surface) [Int]
Search [Per] +10 [Sight/Hearing +10]
Secret Tongue [Gutter) [Int]
Security [Ag] +10 [Saboteur's Supplies +20]
Shadowing [Ag]
Silent Move [Ag] +10
Sleight of Hand [Ag] +10 [Right Arm, Bionic +10]
Speak Language [Low Gothic, High Gothic, Terran Hive Dialect]
Tech-Use [Int]
Trade (Prospector) [S]

Basic Skills:
Climb [S]
Command [Fel]
Contortionist [Ag]
Gamble [Int]
Intimidate [S]
Logic [Int]
Scrutiny [Per]
Swim [S]

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.
Hivebound: Hivers take a -10 penalty to all Survival (Int) Tests, and while out of a “proper hab” the hiver takes a –5 penalty to all Intelligence Tests.
Wary: All hivers gain a +1 bonus to Initiative rolls.
Hive Operator: In the Underhive, the Acolyte treats items with Availability of Average or less as one step lower, to a minimum of Abundant.

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 Rifle [Near Unique, Best Craftsmanship]
[Basic], Range: 200m, RoF: S/-/-, Dmg: 2d10+2+2 I, Pen: 9, Clip: 10, Rld: Half, Wt: 11.5kg
Special: Accurate +10 to the firer’s Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming.
Weapon Upgrades: Red-Dot Laser Sight (+10 BS when fired Single Shot, modified to not be in the normal visible spectrum), Targeter (+10 BS) [The Inquisitor's Handbook pg. 179], Silencer

Exitus Pistol [Near Unique, Best Craftsmanship]
[Pistol], Range: 30m, RoF: S/3/-, Dmg: 2d10+2+2 I, Pen: 9, Clip: 5, Rld: Half, Wt: 7kg
Special: Accurate +10 to the firer’s Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming.
Weapon Upgrades: Red-Dot Laser Sight (+10 BS when fired Single Shot, modified to not be in the normal visible spectrum), Targeter (+10 BS) [The Inquisitor's Handbook pg. 179], Integral Silencer

Mono-knife [Best Craftsmanship]
[Melee, Thrown], Range: 3m, Dmg: 1d5+2(SB)+1(Best) R, Pen: 2, Wt: 0.5kg, Attack +10
Special: Mono

Armor:
Vindicare Stealth Suit
Armor: 3 [All], Wt: 5kg
Effects: +10 bonus to Dodge Tests and to Toughness tests to resist any form of toxin, and a +20 bonus to Concealment and Silent Move Tests. May attempt a Concealment Test as a Half Action instead of a Full Action, and may make the attempt even whilst being observed. If stationary, counts as being one range bracket further away for all ranged attacks against wearer. Invisible to the Dark Sight Trait, preysense, and infared sensors of all kinds.

Gear:
Vindicare Spy Mask
Multi-channel comm sensor (both vox and pict), wide-spectrum visor which can pick out heat and energy sources at tremendous distances.
Built-in: Auspex, Advanced High quality Magnoculars, Good-Quality Photo-visor (Dark Sight Trait, immune to the effects of photon flash grenades), Pict-recorder, Re-breather, and Vox-caster.
Other Effects: Re-roll any failed Perception-based Test, and does not suffer a change to the range bracket when firing a ranged weapon at a target protected by Cameleoline.

Ammunition:
Exitus Ammunition: Any attempt to Dodge an attack from an Exitus rifle or pistol suffers a –20 penalty. Exitus rounds can also be programmed to self-destruct. The rounds are disintegrated, consumed as if destroyed by a virus, and leave no trace behind.

Special Exitus Ammunition
Shield-breaker Round [5]: This ammunition ignores the Daemonic Trait, any protection from a Psychic Power, and the protection from any Field item. When this round hits a target utilizing a protective Psychic Power and/or an item with the Field quality, that Psychic Power and/or Field ceases to function for 1 Round.
Hellfire Round [5]: The weapon inflicts +1d10 damage and may inflict Righteous Fury on any damage die results of a 9 or 10. In addition, the weapon gains the Tearing Quality.
Turbo-penetrator Round [4]: The weapon inflicts +2d10 Damage and adds +5 to its Penetration. In addition, the weapon ignores any increase to a target’s base Toughness Bonus from the Unnatural Toughness Trait (but does not ignore the Daemonic Trait, nor the Toughness Bonus associated with that Trait).

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]
[Basic], Range: 90m, RoF: S/3/10, Dmg: 1d10+3+2 I, Pen: 0, Clip: 30, Rld: Half, Wt: 3.5kg
Ammunition: Man-stopper Bullets [Scarce] Adds 3 to its Penetration.

Null Rod [Very Rare, Best Craftsmanship]
[Melee, Power], Dmg: 1d10+4+2(SB)+1(Best) I, Pen: 6, Wt: 3kg, Attack +10
Special: Power Field
Description: All psychic powers used within or entering the field have a 70% chance of failure. This Test should be made before checking for any Psychic Phenomena; if the Null Rod prevents the psychic power from working then no Psychic Phenomena are invoked. For every 10 continuous Rounds a psyker spends within the area of an activated Null Rod, he must make a Challenging (+0) Willpower Test or gain 1 Insanity Point. [DH Daemon Hunter pg. 70]

Trophy Knife [Very Rare, Best Craftsmanship]
[Melee], Dmg: 1d5+1+2(SB)+1(Best) R, Pen: 3, Wt: 0.3kg, Attack +10
Special: Balanced, Mono

Armor
Ignatus-pattern Power Armor [Near Unique, Best Craftsmanship] (DH Ascension pg. 143)
Armor: 9[All], Wt: 32.5kg
Removable Helm: Good quality photo-visors (Dark Sight and immunity to photon flash grenades), micro-bead, and integral auspex. These devices can be controlled by speaking to the armor's machine spirit.When the helmet is attached, the suit has a self-contained lifesustainer that allows the bearer to ignore toxic atmospheres and gasses, and even survive underwater or in a vacuum. The system operates as long as the armour has power.
Other Qualities: +20 Strength and +1 to his movement value. As long as he is wearing at least the chest piece, backpack, and leggings, his size is increased one step (Hulking, see DH Core pg. 322)
Power Supply: The suit has an integral backpack power supply that can last for five days of continuous combat operations (if the power armour is not being used in combat, its power supply can last for far longer). If the suit becomes unpowered, it becomes a rigid tomb for the wearer, who must make a Hellish (–60) Strength Test to simply move. The helmet’s machine spirit does open exterior vents automatically before powering down, so that its wearer does not suffocate.
Hexagrammic Wards: +20 bonus on any Test made to resist psychic powers or attacks, and doubles the armour’s AP against psychic attacks dealing direct damage. Warp weapons (and similar devices) do not ignore the APs of hexagrammically warded armour.

Notable Gear
Vox-Thief (Short-Range) [Rare]: About the size of a dataslate. [Inquisitor's Handbook pg. 128]
Saboteur's Supplies [Rare]: An Explorer with saboteur's supplies gains a +20 bonus to Security Tests. Additionally, saboteur's supplies make such attempts significantly quieter, and impose a -20 penalty on the Awareness Test of any character who might overhear the interloper's attempts to pick the lock. [RT Faith and Coin pg. 100]
Concealed Holster [Scarce, Best Craftsmanship]: Imposes a –20 to all tests (Awareness, Scrutiny, or Search) to discover the weapon on the person. A Best Craftsmanship version also allows the wielder to draw the weapon in the holster as a Free Action. [RT Into the Storm pg. 135]
Arms Coffer [Average]: Shoulder slung protective case for weapons. [RT Core pg. 143]
Vox-Pickup [Very Rare]: Capable of eavesdropping upon any conversation within a 10-metre radius.

Basic Gear
Backpack (wt. 1kg)
Chrono
Microbead
De-Tox (Drug) [2 Doses]: A dose of de-tox immediately ends the ongoing effects, both positive and negative, of any drugs, toxins or gases affecting the character (unless the effect states that de-tox is not effective against them). Using de-tox, however, is both painful and debilitating, causing such unpleasant side effects as vomiting, nose bleeds and a great voiding of the bowels. Upon taking this drug, a character is Stunned for a number of Rounds equal to 1d10 minus his Toughness Bonus. A result of 0 or less means that the character suffers no ill effects.
Lascutter: A lascutter can cut through, or weld shut, 10 cm of metal a Turn (this length of time can be adjusted up or down depending on the thickness of the material in question).(wt. 4kg)
Screamers [3]: Per 75 (Wt. 2kg)
Stummer: A character carrying an active stummer gains a +30 bonus to Silent Move Tests. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged (taking about one hour).(Wt. 2kg)

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
100xp Common Lore (Underworld)
100xp Concealment
100xp Secret Tongue (Gutter)
100xp Peer (Underworld)
100xp Security

Rank 3 (1,000-1,999): Outlaw
100xp Heightened Sense (Hearing)
100xp Ciphers (Underworld)
100xp Blind Fighting
100xp Heightened Sense (Sight)
100xp Resistance (Poisons)
100xp Charm
100xp Navigation (Surface)
100xp Unremarkable
100xp Sound Constitution (1)
100xp Sound Constitution (2)

Rank 4 (2,000-2,999): Renegade
100xp Carouse
100xp Dodge +10
100xp Silent Move
100xp Inquiry
200xp Chem-Use
200xp Rapid Reload
100xp Peer (Workers)
100xp Sound Constitution (3)

Rank 5 (3,000-4,999): Shadow Agent
100xp Mimic
100xp Disguise +10
100xp Sound Constitution (4)
100xp Labyrinth Conditioning
100xp Resistance (Psychic Powers)
200xp Deceive +20
200xp Strong Minded
300xp Mental Fortress
200xp Nerves of Steel
100xp Simple Ballistic Advance
100xp Simple Agility Advance
100xp Simple Fellowship Advance
100xp Sleight of Hand
200xp Sibellus Scounger [Barter, Evaluate, Tech-Use, Trade (Prospector)]
-In the Underhive, the Acolyte treats items with Availability of Average or less as one step lower, to a minimum of Abundant. Underhive

Rank 6 (5,000-6,999): Fixer
150xp Awareness +20 [Skipped (Rogue)]
200xp Acrobatics [Elite Advance]
100xp Charm +10
100xp Common Lore (War)
100xp Decadence
200xp Peer (Military)
250xp Intermediate Ballistic Advance
250xp Intermediate Fellowship Advance
250xp Intermediate Agility Advance
250xp Simple Willpower Advance
150xp Barter +10 [Skipped (Rogue)]

Rank 7 (7,000-9,999): Shark
500xp Trained Ballistic Advance
500xp Trained Fellowship Advance
500xp Trained Agility Advance
500xp Intermediate Willpower Advance
100xp Charm +20
200xp Peer (Military)
100xp Sleight of hand +10
100xp Inquiry +10
100xp Search
100xp Sound Constitution (5)
300xp Peer (Administratum)
100xp Blather +10
100xp Barter +20

Rank 8 (10,000-12,999): Charlatan
250xp Simple Weapon Skill Advance
250xp Simple Perception Advance
100xp Disguise +20
100xp Dodge +20
100xp Security +10
100xp Counter Attack
200xp Jaded [Elite Advance]
300xp Peer (Government)
300xp Peer (Nobility)
200xp Shadowing [Elite Advance]
200xp Silent Move +10 [Elite Advance]
200xp Forbidden Lore (Cults)
100xp Speak Language (High Gothic)
200xp Master Orator
100xp Drive (Ground Vehicle)
100xp Blather +20
100xp Search +10

Rank 9 (13,000-16,999): Vindicare Assassin
800xp Peerless Marksman (Crack Shot, Deadeye Shot, Marksman, Mighty Shot, Sharpshooter)
1000xp Unnatural Agility (x2)
200xp Literacy

Total Experience: 15,000
Total Experience Spent: 15,000

Character Creation:

Starting Equipment Acquisitions
Unique [1]
Supply of Exitus Ammunition

Near Unique [1]
Ignatius-pattern Power Armor (Hexagrammic Wards)

Extremely Rare [2]
Twitch Mask (Very Rare)
Null Rod (Very Rare)
Trophy Knife (Very Rare)

Very Rare [3]
Subskin Armour
Autosanguine
Vox-Pickup

Statistics

Rolls
1: 2d10 ? (10, 9) = 19
2: 2d10 ? (10, 10) = 20
3: 2d10 ? (7, 8) = 15*

4: 2d10 ? (8, 10) = 18*
5: 2d10 ? (2, 1) = 3
6: 2d10 ? (3, 9) = 12*

7: 2d10 ? (10, 10) = 20
8: 2d10 ? (7, 9) = 16*
9: 2d10 ? (9, 6) = 15*

Reroll 5: 2d10 ? (4, 3) = 7*

Stat Breakdown:
WS 20 +20 =35 +5 =45
BS 20 +16 =36 +5+5+5 =51
S 20 +7 =27
T 15 +18 +2(Div) =35
Ag 20 +20 =40 +5+5+5 =55
Int 20 +12 =32
Per 20 +15 =40 +5 =40
WP 20 +19 +2(Div) =41 +5+5 =51
Fel 25 +15 +5(Trans Pack) =45 5+5+5 =60

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
Skills: Speak Language (Low Gothic) (Int), Blather (Fel), Dodge (Ag), Deceive (Fel), Awareness (Per), Common Lore (Imperium) (Int).

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)
-1 Wound, common-craftsmanship bionic implant


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.