XCEF

Sister Snakeeyes

May 16th, 2015
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  1. Name: X-E 12 (Exie)
  2. Fate: 3
  3. Wounds: 11
  4. Divination: Know the mutant, kill the mutant: +2 Perception
  5. Homeworld: [ooc=Mind-cleansed]+5WP, -5Fel
  6.  
  7. Engram Implantation
  8. 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.
  9. 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.
  10.  
  11. Failsafe Control
  12. 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
  13. telepathically or by a specific sonic cadence (a simple code phrase is usually judged too risky).
  14. Effect: The trigger works just like the use of the Dominate Psychic Power (see page 178 in Dark
  15. 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.
  16.  
  17. Imperial Conditioning
  18. 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.
  19. 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).
  20. Through A Mirror Darkly
  21. 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.
  22. 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 help with this.
  23. GM Note: Use this Trait sparingly.[/ooc]
  24. Background: [ooc=Denounced and Condemned]Fate Point: You are fated to greater ends than you dream and so begin play with one additional Fate Point.
  25. Insanity Points: The methods of question and confinement you endured have scarred your mind. You start the game with 2d10 Insanity Points.
  26. Condemned as a Heretic: Although you now serve the Holy Ordos, you can never return to the fellowship of your sisters nor be seen as anything but contemptible by the Ecclesiarchy. You may never gain the following Talents: Peer (The Ecclesiarchy) or Good Reputation (The Ecclesiarchy). You may also never draw on the resources or good will of the Ecclesiarchy or Adepta Sororitas by dint of being a member of the sisterhood.
  27. Witch Sight: You are gifted with a strange gift that shows you glimpses of peoples’ true nature as if their lies were stripped bare before your eyes. You may spend a Fate Point to discern the nature of someone’s soul. This functions in exactly the same way as the Soul Sight psychic power (see page 173 of the Dark Heresy Rulebook) except it works automatically and does not evoke any psychic phenomena.
  28. Rather than Testing using the Psyniscience Skill as indicated by the power, you make a Perception Test and apply the results indicated for your degrees of success.
  29. Note: The Witch Sight ability does not mean that you are considered a psyker, and the effects of the power are not affected by rules that affect psychic powers.[/ooc]
  30. Career: [ooc=Adepta Sororitas]
  31. Starting Skills: Common Lore (Imperial Creed) (Int), Literacy (Int), Performer (Singer) (Fel), Speak Language (Low Gothic) (Int) and Trade (Copyist) (Int).
  32. Starting Talents: Basic Weapon Training (Primitive), Melee Weapon Training (Primitive), Pistol Training (Las) and Pure Faith (see page 50)
  33. Starting Gear: Club or flail or staff, las pistol and charge pack, carapace chest plate and mesh cowl or feudal plate, aquila necklace, chaplet Ecclesiasticus (a devotional iconamulet), vestments (Good Quality Clothing), 4 candles, writing kit, copy of the Rule of the Sororitas, and Ring of Suffrage (counts as a charm).
  34. Starting Wealth: 70+2d10 Thrones, rolled 85
  35. Monthly Income: Supine Class.[/ooc]
  36.  
  37. Stats: 16,11,15,16,9,17,9,9,16
  38. BS +5+5, Per +5+2, Fel-5.
  39. WS29, BS47, ST29, TG35, AG:36, INT:29, PER:43, WIL: 31, FEL: 31
  40.  
  41. Skills:
  42. Deceive (Fel)
  43. Intimidate (S) skills.
  44. You treat Common Lore (Tech) (Int) and Survival (Int) as Basic Skills.
  45. Awareness
  46. Dodge
  47. Speak Language (High Gothic)
  48. Common Lore (Imperial Creed) (Int)
  49. Literacy (Int)
  50. Performer (Singer) (Fel)
  51. Speak Language (Low Gothic) (Int)
  52. Trade (Copyist) (Int).
  53.  
  54. Talents
  55. [ooc=Jaded] Never gain Insanity points from ordinary horrors[/ooc]
  56. Pistol Weapon Training (SP and Las)
  57. [ooc=Failsafe Control]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.
  58. 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).[/ooc]
  59. [ooc=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.
  60. 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).[/ooc]
  61. [ooc=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.
  62. 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 help with this.[/ooc]
  63. [ooc=Condemned as a Heretic]Although you now serve the Holy Ordos, you can never return to the fellowship of your sisters nor be seen as anything but contemptible by the Ecclesiarchy. You may never gain the following Talents: Peer (The Ecclesiarchy) or Good Reputation (The Ecclesiarchy). You may also never draw on the resources or good will of the Ecclesiarchy or Adepta Sororitas by dint of being a member of the sisterhood.[/ooc]
  64. [ooc=Witch Sight]You are gifted with a strange gift that shows you glimpses of peoples’ true nature as if their lies were stripped bare before your eyes. You may spend a Fate Point to discern the nature of someone’s soul. This functions in exactly the same way as the Soul Sight psychic power (see page 173 of the Dark Heresy Rulebook) except it works automatically and does not evoke any psychic phenomena.
  65. Rather than Testing using the Psyniscience Skill as indicated by the power, you make a Perception Test and apply the results indicated for your degrees of success.
  66. Note: The Witch Sight ability does not mean that you are considered a psyker, and the effects of the power are not affected by rules that affect psychic powers.[/ooc]
  67. [ooc=Pure Faith]You are always immune to the effects of Daemonic Presence
  68. (including the negative modifiers to your Willpower).
  69. • You may avoid taking a Fear Test, avoid acquiring Insanity
  70. Points and avoid gaining Corruption Points by spending
  71. a Fate Point. These safeguards remain in place for the
  72. duration of the encounter only.
  73. • You may burn a Fate Point to resist the effects of any single
  74. Daemonic or psychic attack, effectively allowing you to
  75. emerge unscathed as if by a miracle.[/ooc]
  76. Resistance (Fear)
  77.  
  78. Sold Gear
  79. flail
  80. las pistol and charge pack
  81. mesh cowl
  82.  
  83. Bought gear
  84. Light Carapace (Body, arms, legs, 5AP) [Worn]
  85. Flak cloak (all, 3AP) [worn]
  86. Military Backpack [Worn]
  87. Long las and charge pack [R.Arm]
  88. Synford-Pattern Lockshield (L.Arm, body +head/legs +4AP)[L.Arm]
  89.  
  90. Start gear
  91. Aquila necklace,
  92. Chaplet Ecclesiasticus (a devotional iconamulet),
  93. Vestments (Good Quality Clothing),
  94. 4 candles [backpack]
  95. writing kit [backpack]
  96. copy of the Rule of the Sororitas [backpack]
  97. Ring of Suffrage (counts as a charm) [Worn]
  98. Wire Cilice [L.Arm]
  99.  
  100. Remaining thrones: 0
  101.  
  102. XP
  103. Extra 100 from 2 \pistol (las) trainings
  104. 1100
  105. 400 - background
  106. 100 xp - basic las
  107. 100xp - dodge
  108. 100xp - awareness
  109. 100xp - +5BS
  110. 100xp - +5Per
  111. 100xp - Resistance (Fear)
  112. 100xp - Speak Language (High Gothic)
  113.  
  114. Description
  115. A tall, thin woman. Her skin is corpse-pale, and her gaunt features ruin whatever beauty that could give her. She's clad in plain white vestments, any identifying marks removed, over light carapace - the colours sanded off to leave the dull ceramic. On her unarmoured left wrist a cruel twist of wire digs with small points into the skin - a cilice, another punishment for a sin she does not remember committing.
  116.  
  117. Her hair is chem-treated to grow white, short and bristly from where it was shaved not too long ago. Her brown eyes have heavy bags under them, and she tends to squint at bright light, as if she was used to the dark. Beneath her left eye she has a tattooed fleur-de-lis, scarred through with a blade as if crossed out. Beneath her other eye a more abstract eye is tattooed. Her eyes, despite their mournful slant, seem to stare into people, as if she was seeing more than their mortal flesh.
  118.  
  119. She stands not in the confident posture of a sister of battle but a nervous slouch, as if she was trying to avoid notice. Sh tends to become uncomfortable in tight spaces.
  120.  
  121. Bio:
  122. She thinks she was a Sister of Battle. Perhaps. She has their book, the ring they give to Novices as a mark of devotion to the Emperor. Did she commit some sort of sin? Her memories are gone, wiped clean, but the feeling of shame and terror remains.
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