Difference between revisions of "Sisyphus Yeshar"

From RPGnet
Jump to: navigation, search
(Experience (8000/8000))
Line 81: Line 81:
 
* Micro-bead
 
* Micro-bead
  
== Experience (8000/8000) ==
+
== Experience ==
 +
'''Spent:''' 8000
 +
'''Total:''' 8000

Revision as of 17:53, 4 October 2011

Back to the main page

Appearance

Sisyphus is a looming figure of a man, his size reminiscent more of one of the Astartes than a normal man. His ancestry is equally clear, with three pitch-black eyes crowning his head - one on each side, normal but for their lack of detectable iris or white, and one in the middle of his forehead. His pineal eye sparkles with what appears to be (to the bold or foolhardy individual gazing into it) stars alien to any sky, and its lid is thick and heavy. He disdains the use of a headscarf, leaving a cowl and his eyelid alone to protect those around him from errant bursts of warp energy. If neither suffices, then they were weak and unworthy of notice in the first place. He lacks hair on his head completely - whether by choice or by heredity nobody knows - and his features are regular, although his nose is large and flattened somewhat against his face. His thin-lipped mouth rarely smiles... which is all for the better, for his smiles are not the friendliest in appearance or in meaning.

Profile

Character Name Player Name Career Path Home World Birthright Lure of the Void Trials and Travails Motivation Lineage
Sisyphus Yeshar Sunhawk Navigator Forge World Fringe Survivor (Heretek) Seeker of Truth Dark Voyage Prestige Heir Apparent
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Infamy Wounds Insanity Corruption
20 30 30 50 30 65(x2)** 60*** 60*** 34 20 20 5 5

Skills

  • Intelligence: Navigation (Stellar, Warp), Literacy, Medicae, Tech-Use
    • Common Lores (Int): Navis Nobilite, Machine Cult/basic, Tech/basic
    • Scholastic Lores: Astromancy, Beasts
    • Forbidden Lores: Mutants, Navigators, Warp
    • Languages: Low Gothic, High Gothic
  • Perception: Awareness, Psyniscience, Scrutiny

Talents

Navigator Powers

  • (Novice) Gaze into the Abyss: Sisyphus is skilled at perceiving the warp-borne gifts of others, and can even track them somewhat.
    • A Perception Test determines if a target holds the taint of the warp (psy-rating, 20+ corruption, posessed, etc). Can be used for psychic Tracking of such.
  • (Novice) Held in My Gaze: Sometimes a target must be kept from using their gifts; Sisyphus is capable of ensuring they stay where they should be, as his prisoner.
    • Opposed Willpower Test against target within 30m, on a success target is locked and will remain so until another power is used and must beat Navigator to use powers. Daemons take +1 damage from Warp Instability.
  • (Novice) The Lidless Stare: Sometimes, all that falls under Sisyphus' gaze must perish.
    • Opposed Willpower Test against all within 15 metres, any who fail take 1d10 + WB Energy damage (ignores non-warded armour and toughness) and is Stunned for 1 round. Costs 1 Fatigue.
  • (Novice) Stripping the Husk: A trained Navigator can damage only a single target with their gaze.
    • Opposed Willpower Test against target, on a success do 1d10 R damage that ignores non-warded Armour; target is automatically Knocked Prone.

Weapon Talents

  • 'Pistol Weapon Training (Universal): Sisyphus is trained with most of the standard pistols of the human sphere.
    • Proficiency with all non-flame and non-exotic pistol weapons

Other Talents

  • Foresight: With time to examine a problem, Sisyphus can bring to bear a formidable mixture of intuition and logic on a task.
    • With ten minutes to prepare, gain +10 to an Intelligence Test.
  • Jaded: Sisyphus has seen much in his life, and has an almost unnatural equilibrium that few events can shift.
    • Immune to Fear Tests and insanity caused by xenos or other 'mundane' events
  • Talented (Navigation, Psyniscience)
  • Technical Knock

Traits

Mutations

  • Bloated Form
  • Eyes as Dark as the Void

Other Traits

  • Shrouded House
  • Mercantile Opportunists
  • Stranger to the Cult
  • Sturdy

Equipment

Weapons

  • (Best) Hellpistol: While Sisyphus is oft seen using his warp-borne powers in combat, a trusty sidearm is never far from his side. Some foes do not respond best to arcane destruction, but to the familiar ionization of a hellpistol. Sisyphus' pistol is, like much of his equipment, of the finest quality and covered with gold decorations that nevertheless do not decrease its lethality.
    • pistol class, 35m range, S/2/- rate of fire, 1d10+4 E damage, 7 penetration, 40 clip size, 2 full round reload, 4kg, rare
  • (Best) Metal Staff: Sisyphus carries a staff of some unknown black alloy, although it is covered with thousands of small gold-engraved symbols of arcane meaning known only to himself. If pressed, he claims that they assist him in navigating the warp and, indeed, the symbols do resemble those found on some of the most ancient of star-charts.
    • +10 to WS, 1d10+1 I, Balanced, Primitive, 3 kg, plentiful

Armour

  • (Best) Xeno-Mesh Armour: Sisyphus' robes cover the finest of light-weight black scaled mesh armour, possibly of xeno origin, which glistens in the light when exposed by enemy fire.
    • Arms/Body/Legs, AR 4, 1 kg, Rare
  • Modified Nobilite Robes

Cybernetics

  • (Good) Cortex Implants: <>
    • Functions as a cogitator system, grants the Unnatural Intelligence (x2) Trait
  • (Good) Augur Array: Metallic streaks mark Sisyphus' jaw - these are not the symptoms of some disease or of flesh succumbing to metal as if he were some Mechanicum freak, but of delicate sensors that offer him quite a variety of information about surrounding life, chemicals in the air or any of a number of other interesting phenomenon not normally available to a human observer. While it does not directly help him in navigating a vessel through the void, it assists him in imparting the same keen acuity to more mundane tasks.
    • Functions as a full auspex, giving +20 to Awareness rolls and allowing a Tech-Use Test to sense things not normally detectable to human senses, allows re-rolls on all Perception-based Tests while using its functions.
  • (Good) Mind-Impulse Unit: This implant, visible as small metal plates behind Sisyphus' right ear, on the inside of his left wrist and at the base of his spine, allows him to directly control a vessel while performing his Navigator's duties. It also allows him to similarly control many technological devices with his thoughts, including his reliable sidearm and most Mechanicus vehicles he might encounter.
    • +10 to communicate with machine spirits and for Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skill Tests when interfaced with MIU systems, can share a cyber-familiar's senses.

Other Equipment

  • Black Tarot
  • Silk Headscarf
  • Charm
  • Micro-bead

Experience

Spent: 8000 Total: 8000