Johnny

https://i.pinimg.com/736x/fd/f2/31/fdf231fe5c68a3bcc821f8c20112883e--riddick-art-the-chronicles-of-riddick.jpg

  • Working as a mechanic-rep for House Geam to earn a living, and is part of the local underground racing gangs at night. Lives a private life, but is known to win without fail when he turns up for a race. Has an American accent and a cool, compelling demeanour, grew up working in the family garage and took over the business as his family all died off in unfortunate accidents from when he was 14.
  • To convince someone, likely to try to win them over with ice-cold cool, then is not afraid to break out the wrench.
  • If someone was trying to detain or question him, likely to ignore them and speed off in his van or on a motorbike.
  • Johnny is known to the local underworld as someone who can make 'modifications' to getaway cars, and drive his way out of any situation.
  • He fixed Feat Yungthug's ship without reporting him to the authorities, potentially under blackmail as someone knew about his 'abilities'…

Human, Frontier World, Trader Fleet, Mage

The wise learn from the deaths of those around them: +3 Intelligence

WS BS S T Ag Int Per WP Fel Influence
35 43 32 38 31 42 35 50' 40 40

Wounds: 12/12
Fate [Fortune]: 2 [III]
Psy Rating: 4
Exp Remaining: 250

  • Aptitudes:
    • Intelligence, Perception, Willpower, Ballistics Skill
    • Social, Defence, Knowledge, Psyker

Traits:

  • Seen it Before: +10 to resist fear, +20 to decipher unknown languages.
  • Rely on Yourself: +20 to apply mods to weapons, +10 to repair vehicles
  • Warp Gaze: A 20m cone in front of your gaze causes d10 + Corruption Bonus of energy damage, 5 Corruption Points and a fear test to anyone who meets your eyes.
  • Wasted Frame: The impact of warp exposure is a weakened frame and muscles that waste away over time.
  • Horrific Nightmares: Willpower test to sleep or gain fatigue.

Skills:
Known: Common Lore (UEC, House Geam), Linguistics (Terran, Trade Cant), Scrutiny, Charm, Commerce, Operate (Surface), Trade (Tech), Dodge, Forbidden Lore (Archeotech, Psykers)
+10: Psyniscience, Tech Use, Forbidden Lore (Occult)
+20: Forbidden Lore (Daemons)

Talents:

  • Resistance: [Psychic Powers] +10 to tests
  • Weapon Training: Solid Projectile, Shock
  • Warp Lock: Take D5 wounds instead of causing a phenomenon.
  • Favoured by the Warp: Roll twice for phenomena and pick the one you want.
  • Peer: [Underworld, Psykers] +10 to interactions, some roleplay considerations.
  • Enemy: [Law Enforcement] -10 to interactions, some roleplay considerations.
  • Hardened Soul: Reduce incoming Corruption by 1/2 and take that amount of insanity as well.
  • Warp Sense: Automatically check psyniscience as a passive ability.
  • Daemonologist: +10 to Focus Power tests involving daemons.
  • Jaded: Do not take insanity from mundane horrors.

Equipment:

  • Autopistol
    • SP; 30m; S/3/6; D10+3; I; Clip [18 Manstopper]; Reload [Half]
    • [18], [18 Manstopper], [6 Manstopper])
    • ([18], [18], [18], [18] at the bar)
    • ([18], [18], [18] at garage)
  • Mesh Cloak
    • ABL- 4
  • Auspex
    • Can scan. Adds +20 to Awareness and Scrutiny tests to look for things.
  • Chrono
  • Combi Tool
    • +30 to repair
  • Psy Focus (+10)
  • Monoknife (d5 + Strength, Pen 2)
  • Hooked Metal Medallion (Psy-duller, reduces psy rating by 1 when active)
  • Slate of Arkan'lam (Unlocks FL Daemonology. +10 to FL Daemonology tests when reading but gain 1 Corruption)
  • The Diary of the Late Lord-Takama: Contains the ability to get to +30 FL (Daemons) and a summoning and daemonhost ritual for a daemon of excess.
  • Holy Symbol of the Church of Flame
    • Reduces incoming Corruption by 1. Gives +10 to resist psychic powers.

Van (Hellion Autocarriage)

Apartment and Garage in the outer ring (Garage ground floor, secure stairs to living quarters above)

Resistance [7]
4 Armour + 3 Toughness


Psychic Powers

Divination

  • Warp Perception
    • Half Action, +0 Psyniscience, Self, Sustain as Half Action
    • Gain Unnatural Senses [X] where X = 10x Psy Rating
  • Telekinetic Control
    • Half Action, +0 Psyniscience, 2x Psy Rating in metres, Sustain as Half Action
    • Move or manipulate object that weigh 2x Psy Rating in kilograms or less
  • Telepathic Link
    • Half Action, +?? Willpower, ?? Range, Sustain as ?? Action, Concentration
    • Add in description from book
  • Summoning
    • Full Action, +0 Willpower, Self, Sustain as Free Action, Concentration
    • As long as this power is sustained, +10 x Psy Rating to FL Daemonology tests made to summon daemons
  • Cursed Earth
    • Full Action, -10 Willpower, 1x Psy Rating in metres, Sustain as Free Action, Concentration
    • Select an area of ground, radius equal to psy rating. While sustained, Daemons standing within the area increase the value of their demonic trait by half psy rating and receive a bonus of +5 x psy rating to Warp Instability tests. In addition, psychic powers used within the affected area add +10 to Focus Power tests and rolls on Phenomena. Those on Cursed Earth may experience phenomena at GM discretion.
  • Incursion
    • Full Action, -10 Willpower, Self, Sustain as Free Action, Concentration
    • Gain bonus to Daemonic Mastery tests of +10 x psy rating
  • Sacrifice
    • Half Action, +10 Willpower, Self, No Sustain, Concentration
    • Power can only be used if psyker has inflicted damage on a target (including self) since the beginning of the previous round. If Focus Power test succeeds, gain +5 bonus to next Focus Power test for each point of damage inflicted (after reductions for Armour and Toughness) with the preceding attack. Bonus must be used within 1 hour.

Senaea

WS BS S T Ag Int Per WP Fel
39 41 35 [+3] 47 [+4] 44 [+5] 45 51 59 79 [+3]
Daemonhost%20human.jpg

Health: 31

Talents and Traits:

  • Baneful Presence: [4] -10 to WP tests taken within 4m of the creature.
  • Brutal Charge: [3] Bonus damage on the charge.
  • Daemonic: [4] Bonus Toughness (included). This toughness is ignored by Holy and Force weapons and psychic powers. Also grants the 'Undying' trait
  • Fear: [2] +0 test
  • From Beyond: Immune to Fear, Pinning and psychic powers the target the mind.
  • Dark Sight: Take no penalties for darkness or vision obscuring effects.
  • Fly: [5]
  • Stuff of Nightmares: Immune to all criticals that do not kill them outright. Still take criticals from Holy, Force or psychic attacks.
  • Constant Vigilance: Roll twice for Initiative and pick the better result.
  • Hard Target: -40 to hit after running
  • Preternatural Speed: Dodge Agility Bonus of times per turn
  • Seemingly Normal: The Daemonhost appears to the casual observer to be normal but a keen eye can spot that something is not quite right.
  • Insect Hive: Regenerates 5 wounds per turn.
  • Undying: Immune to poisons, does not need to breathe, eat or sleep. Immune to the impacts of vacuum.

Skills:
Known: All
+10: Awareness
+20: Dodge
+30: Charm, Deceive, Forbidden Lore (Heresy, Warp, Daemons), Psyniscience

Weapons:

  • Deadly Claws (D10+6; R; +2 Pen; Shocking; Lightning attack at +10)

Psychic Powers:

Psy Rating [4]
Status [Daemonic Psyker] Automatically roll on Psychic Phenomena at +10. Not impacted by Psychic Phenomena.

Powers:

  • Acquisence
    • Opposed WP. DoS = Stunned. 5+ DoS = unconcious.
  • Ecstatic Oblivion
    • +0 WP. Gain +3 Unnatural Strength and Agility
  • Hellshriek
    • +0 WP. Anyone within 12m takes 2D10+Psy Rating damage that ignores armour and is Concussive [+0].
  • Lash of Submission
    • Opposed WP. Control for Psy Rating of turns as a half action
  • Souls Secrets Unleashed
    • Opposed WP. Target acts out their darkest thoughts.
  • Symphony of Pain
    • +0 WP. Anyone within 20m is stunned and suffers Psy Rating of Fatigue
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