Astraea

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Background[edit]

Stats[edit]

Character Name Player Name Career Path Ascended Career Rank Experience
Astraea Silent Wayfarer the Mind-Blowingly Awesome Templar Calix (Imperial Psyker) Primaris Psyker 10 16950/17000
Home World Background Package Transition Package N/A N/A N/A
Voidborn (Battlefleet Calixis) Living Nightmare Ritual Trial - - -
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Wounds Fate Insanity Corruption
53 29 42 40 41 52 53 80 30 15 3 8 3

Skills[edit]

  • Acrobatics (Ag) (41)
  • Awareness +20 (Per) (73)
  • Blather (Fel) (30)
  • Charm (Fel) (30)
  • Command (Fel) (30)
  • Concealment (Ag) (41)
  • Deceive (Fel) (30)
  • Dodge +20 (Ag) (61)
  • Evaluate (Int) (52)
  • Forbidden Lore (Psykers, Warp +20) (Int) (52, 72)
  • Gamble (Int) (51)
  • Inquiry (Fel) (30)
  • Interrogation (WP) (80)
  • Intimidate (S) (42)
  • Medicae (Int) (52)
  • Scholastic Lore (Legend, Occult, Tactica Imperialis) (Int) (52, 52, 52)
  • Scrutiny (Per) (53)
  • Speak Language (Battlefleet War Cant, High Gothic, Low Gothic) (Int) (52, 52, 52)
  • Psyniscience +20 (Per) (73)
  • Invocation +20 (WP) (100)
  • Tech-Use (Int) (51)
  • Trade (Soothsayer) (Fel) (30)
  • Literacy (Int) (52)
  • Wrangling (Int) (52)

Mastered Skills[edit]

  • Warp Lore Mastery

Talents[edit]

  • Basic Weapon Training (SP)
  • Melee Weapon Training (Power, Primitive)
  • Pistol Training (SP)
    • Astraea's weapon training is largely limited to the shotguns of her youth aboard a battlecruiser and the swords and power weapons she was trained to use as a Templar.
  • Armor of Contempt - Astraea shuns the temptations of the Empyrean, though she is careful not to underestimate them.
    • Reduce all Corruption gains by 1
  • Fearless - No horrors can daunt the disciplined mind.
    • Immune to Fear and Pinning effects; but must test WP to disengage from battle.
  • Hard Target - Given that her preferred engagement range is in melee, Astraea has learned how to survive until she gets in range.
    • When Full Moving or Running, ranged attacks against you take additional -20.
  • Iron Discipline
  • Into The Jaws Of Hell - While she's no telepath like Liriam, Astraea's calm and discipline is infectious and steadies her subordinates.
    • While visible to minions, they are all immune to Fear and Pinning
  • Paranoia - They really ARE out to get her!
    • +2 Initiative, GM may make raw Perception test to see if she spots hidden threats.
  • Quick Draw - After training with experts from the Crusader Houses and the Metallican Gunslingers, weapons located anywhere on her person are as good as readied.
    • Ready as a Free Action.
  • Rapid Reaction - Her senses honed through experience, Astraea can always respond to any threat presenting itself to her.
    • Passing an Agility test lets her act normally when surprised or ambushed.

Paragon Talents[edit]

  • Blade Dancer - Floating like a butterfly through the blows of her foes, Astraea is as adept at defense as she is at attacking.
    • Gain extra Reaction usable only for Parrying; may reroll a missed attack once per round, may make a counter at -10 WS on a successful parry, may make an Acrobatics Test as a Free Action after any melee attack to move up to 2m in any direction, without granting opponent a free attack. Opponents gain no bonus for outnumbering her in combat.
  • Conditioned Intellect - How can you change the world if you cannot change your mind? Powerful mnemonic conditioning and sheer force of will allow her to prognosticate like a cogitator.
    • Spend 10 minutes studying or analysing a problem to gain +10 to the next relevant Intelligence-based test. If she succeeds, gain an extra DoS. May perfectly recall any information given to her, though extreme circumstances (like remembering a page from an ancient grimoire read 5 eyars back) may require an Intelligence test.
  • Death Blow - Like a bee driving its barbed sting through flesh, Astraea can put down most foes in but one strike.
    • Add +2 to the damage of any successful melee attack, and a further +4 to any Critical damage done by the attack. May name the location hit by any successful melee attack.
  • Mental Aegis - Long years of discipline have built up towers of iron will in Astraea's psyche, from which she counterattacks hostile psionics with brutal force.
    • Gain +10 to any test to resist psychic or warp effects, and may reroll WP tests to resist those effects if they fail. If targeted by any direct psychic attack (includes telekinetic attacks), the attacker must pass a WP test or take 1d10+8 I damage to the head. This damage ignores Armor and Toughness but may be reduced by WPB.
  • Storm of Blows - Astraea uses the blades in her hands like she was born with them, overwhelming her opponents with deadly flurries.
    • As a Full Action, may make 3 attacks, or 4 attacks if dual-wielding, choosing how many attacks she makes with each weapon. When dual-wielding, can exchange a pair of attacks to make a Dual Strike; test WS once, armor reduces the damage from each hit, but TB only applies once. May exchange all 4 attacks when dual-wielding for 2 Dual Strikes. None of these attacks are penalized in any way.

Traits[edit]

  • Naval Lineage Skills - Begin with Speak Language (Battlefleet War Cant) (Int) and Tech-Use (Int) is a Basic Skill.
  • Close-Quarter Fighter - Gain +5 Str and the Basic Weapon Training (SP) Talent. Gain +5 WS when fighting with your back to a wall. Take -1 Init when fighting outdoors on a planetary surface, and -10 to hit when firing at a target at Long Range or further.
  • Officer On Deck - Gain +10 to Command Tests when aboard a starship. Gain +5 to Fel tests with fellow Voidborn
  • Shipwise - Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills.
  • Void Accustomed - Immune to space travel sickness. Zero- or low-G environments are not considered Difficult Terrain.

Ascended Traits[edit]

  • Scholastica Psykana Failsafes - May increase or decrease result by 1d5 when rolling on the Perils of the Warp table. A Perils result that results in daemonic possession must make a +0 WP test; success means she kills herself with anything on hand or a Psykana Mercy Blade. If she burns a Fate Point to survive, she does not count as suffering any ill effects from the Perils roll.
  • A Ghost In The Warp - 1/game session, may manifest a power without a visual, auditory or psychic trace.

Combat Stats[edit]

Weapon Name Skill Class Range Rate of Fire Damage Penetration Clip Reload Special Weight Rarity
Force Sword 63 Melee - - 1d10+15 E 11 - - Balanced, Force 3kg Very Rare
Energy Blade 63 Melee - - 1d10+7 E 7 10 Full Balanced, Power Field+ 3kg Very Rare
Ripper Autopistol 39 Pistol 30m S/2/- 1d10+3 I 7 8 Full Tearing, Toxic 3kg Extremely Rare
  • Initiative Bonus: +6
  • Movement: 4/8/12/24
  • Wounds: 15
  • TB: 4
  • Armor: 7 All
  • Dodge: 62
  • Parry: 63 with Energy Blade or Force Sword.

Psychic Powers[edit]

  • PR 6
  • Power Well x3
  • Discipline Focus (Divination, Telekinetics)
  • Favored By The Warp

Minor Powers[edit]

  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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  • Power Name - Power Description
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    • TN - Overbleed


Biomancy[edit]

  • Regenerate - Each turn, heal all Fatigue and recover 1d5 wounds (Critical Damage first). Once all damage is regenerated, regrow limbs, organs, et al.
    • TN 23 - No Overbleed
  • Seal Wounds - Target recovers 1d10+8 damage, healing Critical Damage first.
    • TN 10 - For Every 5 Overbleed increase range by 10m, add another character within range, Or remove additional 1d10+8 damage from target.

Divination[edit]

  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed

===Telekinetics

  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed
  • Power Name - Power Description
    • TN - Overbleed

Psychokinesis[edit]

  • Lift - Move: Slowly levitate up to 400 kg of weight up to 8m as a Half Action. May be sustained. Hurl: Throw object up to 80 kg at a target with a BS test. Target takes 2d10, +2 damage per 5 kg the object weighed. Requires an object to be thrown; object may have interesting effects on target. Levitate: Gain Flyer (8) Trait. May be sustained.
    • TN 14 - Move: For every 5 Overbleed, may increase mass by 50kg or increase movement distance by 1m. Hurl: For every 10 Overbleed, throw additional projectile, at the same or a different target (test BS for each separate attack). For every 2 Overbleed, increase damage of all projectiles by 1. Levitate: For every 4 Overbleed increase Flyer speed by 1.

Equipment[edit]

Bionics[edit]

  • Equipment name
    • Equipment description
      • Flavor text

Weapons[edit]

  • Weapon Name
    • Notes about weapon (upgrades, quirks, etc.)
    • Weapon Statline
      • Flavor text

Armour[edit]

  • Armor Name
    • Fun and exciting subsystems
    • Other notes
    • Power requirements, if any
    • Amount of AP provided
      • Flavor text

Force Field[edit]

  • Field Name
    • Field type
    • Protection Rating
    • Fails only on a (insert number here)
      • Flavor text

Other Equipment[edit]

  • Equipment name
    • Equipment type
    • Equipment description
      • Flavor text

Experience Spent[edit]