Savant-Militant, Quadrivite

Void-Born, Psyker, Exorcised

Aloof, Devout, Superstitious, Focused

Tarot: "In the darkness, follow the light of Terra"

WS BS S T Ag Int Per WP Fel
26 40* 35' 33* 23 40' 37' 50'' 36' ''66'' 10


Experience: 6050/6102 [Rank 5]
Wounds: 9/9
Insanity: 47 (Unsettled) Paranoia
Corruption: 30 (Imperilled)
Fortune: 3
Fate: 2

BASIC- Barter, Carouse, Charm, Climb, Command, Concealment, Contortionist, Deceive, Disguise, Evaluate, Gamble, Inquiry, Intimidate, Logic, Scrutiny, Search, Silent Move, Pilot (Spacecraft), Swim
TRAINED- Speak Language (Low Gothic, Ship Dialect), Forbidden Lore (Psykers), Trade (Soothsayer), Literacy, Invocation, Tech Use, Secret Tongue (Acolyte), Dodge.
+10: Awareness, Psyniscience, Forbidden Lore (Warp)

Talents and Traits:
Melee Weapon Training (Primitive), Pistol Weapon Training (Las, SP, Bolt), Unshakeable Faith (Re-roll WP vs. Fear), Chem Geld (-10 to charm), Paranoia (+2 Initiative and secret Awareness rolls), Fearless, Dark Soul, Resistance (Psychic Powers), Corpus Conversion (-2 Damage, +WP to Power), Leap Up, Power Well (+1 to Power), Armour Training (Power Armour), Jaded, True Grit.

  • Sound Constitution: III
  • Charmed: When you spend a fortune point roll a D10, on a 9 it is not lost.
  • Ill Omened: -5 Fellowship when dealing with non-voidborn humans.
  • Void Accustomed: Immune to space travel sickness. Zero or low gravity environments are not considered difficult terrain for you.
  • Shipwise: Moving in low or zero gravity does not count as difficult terrain.
  • Unsettled: +10 to resist Shock
  • Warp Touched: Counts Forbidden Lore (Warp) as +10.
  • Exorcised: Immune to Warp Shock, Halves all Corruption points gained, Immune to Mutation from Corruption.
  • Into the Breach: While in a party with at least other members with this talent, all Daemonic Fear counts as one degree lower.


  • Psy Rating 3
  • Telekinesis
  • Minor Powers: Chameleon, Spasm, Healer, Weapon Jinx, Fearful Aura, Deja Vu, Inspiring Aura, Unnatural Aim, Spectral Hands, Staunch Bleeding
  • Psychic Powers: Seal Wounds, Psychic Shield, Force Bolt
  • Phenomena: 38* Perils: 16
  • Daemons Summoned: 2


Inquisitorial Prestige:

Remaining Earned
-3 37
  • Auspex (Party Use) [1]
  • Bolt Pistol [9]
  • Psy-Bolt Ammunition [18]
  • Servo Skull- Utility [3]
  • Battle-Psyker's Power Armour [9]

-Bolt Pistolw/ fire selector (30m; D10+5; Explosive; Pen 4; S/2/-; Clip 8; Reload Full; Tearing)(4.5kg)
-BQ Mono Staff (D10+1; Impact; Pen 2; Balanced, +10 to hit) (2kg)
-1x Frag Grenades (0.5kg)
-1x Clip Bolt Ammo (0.45kg), 1x Psybolt Ammo [Ignores Psychic Protection, +Psy Rating Damage](0.45kg)
-'Raven Blade' (5m; D5+3; Rending; Pen 2; (+10 to hit)) (0.5kg)
-Auspex (0.5kg)
-Respirator-Rebreather (1kg)

-Psykana Mercy Blade, Robes, Deck of Cards (Psy Focus), Sanctioning Brand.
-71 Thrones

-Battle-Psyker's Power Armour 7 [B,A,L] 6 [H] (+20 Strength) 40kg

-BQ Shield Robe Cowl 4 [H] (1.5kg)
-Modified Disguised Soritas Power Armour: 8 [B] 7 [A, L] (+10 Strength, +5 BS*)(35kg) Scholastic Lore (Ecclesiarchy) or Trade (Armourer) to determine source

Carrying Capacity: ?/45kg

  • 1x Inquisitional Servo Skull - Utility
WS BS S T Ag Int Per WP Fel
15 0 10 20 30 15 35 20 -

Movement: - (See Below)
Wounds: 4
Skills: Awareness +20, Dodge, Stealth +10
Talents and Traits: Fearless.

  • Dark Sight
  • Flyer (6)
  • Machine 2
  • Size (Puny)
  • Programmed Instinct
  • Commands

Equipment: Inbuilt vox, cogitator, Multitool - Carrying Capacity (8.15/9kgs)

  • 10x Fervor


-Born on travelling merchant charter vessel, only child of ratings. Parents died while Initus was still young.
-Always had insight into people, used this skill to make money by telling the fortunes of the ships other inhabitants through the tarot.
-Managed to barely survive, primarily due to his natural cautiousness.
-Eventually he was discovered as a psyker and taken by the Black Ships.
-Returned to the Calixus sector and began studying the ways of the Warp, fearful of what horrors it contained for one such as him.

-While battling the many horrors the Haematite Cathedral had to offer, Initus for one moment drew too deeply on the warp energy around him; a mistake he would barely live to regret. The Daemon Baaltine took over his mind, talking to his companions for a few moments (an encounter they have no memory of) before turning his attention to Initus. He offered him a choice: Be taken over completely, serving as a vessel for the Daemon….or living on. This simple question was far more complex than it first appeared, for Initus was to serve as an anchor for the Daemon if he lived, holding it in the Material realm. Struggling with the guilt of being a Daemons gateway into the Imperium, Initus lived with this shame for several weeks. Eventually he could acquire the services of a subtle exorcist. The creature was burnt from his soul and Initus became more withdrawn and fearful. However through this ordeal gained a far greater understanding of the warp and an increased ability to resist its powers.

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