Dreadwing Character Type: Disciple of Chaos Archetype: Apostate Homeworld: Terra Description : Ulysses, Lord Mercator is approximately the two thousandth Navis to bear the name, and he wears it with self-satisfied pride. At two meters tall, Ulysses is a sight to behold with completely hairless milky white skin, an uncharacteristically muscled body, and a faintly greyish cast to his features. Gangly and thin, the Nobilite has piercing blue within blue eyes and his lips and tongue have both been tattooed extensively with intricate swirling patterns in a luminescent violet ink that glows faintly even in bright light. The young lord has only recently undergone his second juvenat treatment, and his skin is perfectly unmarked and unlined except for a little extra skin that is beginning to gather at his elbows and knees, however that is easily hidden beneath his hand-tailored formal bodyglove. Mercator has decided that it is time to shed himself of the name given
to him by the hated Imperium. His noble lineage and carefully bred
traits are but a sick joke compared to the Gifts of the Ruinous Powers
and only through Chaos may his true potential be unleashed. Henceforth
he is Dreadwing, befitting the figure he cut before the mewling masses
of Ynnen. Age 61. Pride: Foresight Failing: Wrath Motivation : Arcane Alignment: Chaos United Armor : AP 7 + 2 Armour Monger AP + Tb 4 = 13 BS WS S* T Ag Int Per WP*** Fel Infamy** 50 39 (8) 42 (9) 50 (5) 34 53 73 50 31 69 +10 to WP Tests to resist Fear *+10 to Strength from Light Power Armour **You have a pool of Infamy Points equal to your Infamy Bonus. ***May re-roll any failed WP Test to resist a Psychic Power. GIFTS OF THE GODS (CORRUPTION 59) Warp Sight: -10 to Scrutiny Tests, +10 to Awareness Tests. Disturbing Grace (Navigator Mutation): You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait. Pale and Hairless (Navigator Mutation): Your skin is pale, marbled with veins and completely without hair. Winged: The character gains the Flyer Trait at a movement rate equal to his Agility Bonus x2. CYBERNETICS Interface Port: The Heretic now has a mechanical port implanted in his body, commonly in the rear of the neck, which can be connected to machines via his own data ports. This allows the user faster and smoother access to the valuable information within, and grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a relevant mechanism or data spool. WEAPONS Name Class Range RoF Damage Pen Clip Rld Special kg Availability Hellpistol (Lucius) Pistol 35m S/2/– 1d10+4 E 7 40 2 Full - 4 Rare Warp Staff Melee — - 1d10+1+Sb I 0 - - Balanced 3 Extremely Rare Toxic Darts Thrown 10m - 1d5 R 9 - - Toxic (5) - Very Rare Best-craftsmanship hellpistol with backpack power supply. As fine a piece of craftsmanship as can be found, this weapon never suffers from jamming or overheating, treating any such results as a miss. Best-Craftsmanship warp staff bearing a head of black iron cast into the Navis Eye. Superior materials and superb design means this weapon grants a +10 bonus to all Weapon Skill Tests made with it, and increases the damage it deals by +1. Balanced weapons grant +10 to Parry tests. Primitive Weapons cannot roll higher than (x) on damage. Any psyker wielding a Warp Staff will only suffer from Psychic Phenomena when they Push. When using psychic powers at the Unfettered level, every time the wielder would cause a Psychic Phenomenon, he adds his Psy Rating to the Damage of the next Psychic Power he uses. If the next Psychic Power would not deal Damage, this bonus is lost until the next Psychic Phenomenon would be caused. SKILLS Awareness, Command, Common Lore (Adeptus Arbites, Imperial Creed, Imperial Navy, Inquiry, Navis Nobilite), Deceive, Forbidden Lore (Daemonology, Jericho Reach, Navigators, Warp), Linguistics (High Gothic, House Mercator Codes, Low Gothic), Medicae, Navigation (Stellar, Surface), Navigation (Warp) +10, Operate (Void Ship), Psyniscience +10, Scholastic Lore (Astromancy), Tech-Use, and Trade (Armourer, Astrographer, Voidfarer). GEAR Light Power Armour, Emperor’s tarot deck, Silk Headscarf, Nobilite Robes, Charm, Best Quality Conversion Field (protection 50, overloads on 01, >12 Damage acts as photon flash grenade), Micro-bead disguised as an elaborate gold ring, Good-Craftsmanship Bodyglove with Integrated Cooling Coils, Toxic Darts. Max. Carrying Weight: 900 kg TALENTS Armour-Monger, Ambidextrous, Bulging Biceps, Dark Soul, Decadence, Enemy (House Ortellius), Hatred (Chaos), Heightened Senses (Hearing, Sight), Meditation, Navigator, Nerves of Steel, Peer (Adeptus Arbites, Criminals, Military, Nobility, Underworld), Quick and the Dead, Quick Draw, Resistance (Cold, Fear, Heat, Poison), Rival (Inquisition), True Grit, Weapon Training (Las). TRAITS Amphibious (Can breathe underwater, go longer without air), Dark Traces of Legend (House Mercator members acquire additional rewards GM's Fiat when completing objectives related to Forbidden knowledge or restricted information), Flyer (ABx2) (Natural ability to fly at a movement speed equal to the number in parenthesis. The number replaces Agility Bonus for movement Actions), Gorgon Solo Mode Ability (Grants Psyniscience as a trained Skill, may re-roll any failed Willpower Tests to resist a psychic power), In Service to the Throne , Line of Madmen (Each time a House Mercator Navigator learns a new Navigator power they must make a Challenging Willpower test or gain a new Mental Disorder or increase the severity of an existing Disorder), Price of Secrets , Space Marine Organs , and Unnatural Agility (+2). NAVIGATOR POWERS Ebb and Flow (Novice; Navis primer pg 88: Opposed Willpower test against a single target you can see; if successful the target can't take reactions, and anyone attempting to Dodge or Parry attacks made by the target gain a +10 bonus; Sustain: Yes, Half Action.), Evil Eye (Adept; Navis primer pg 89: Opposed Willpower test vs one target within 5 meters is cursed, while cursed the target takes a -10 penalty to all tests, and a total penalty of -20 to Interaction tests, all his or her weapons gain the Unreliable trait. Further anyone within five meters of the target that manifests a Psychic Power automatically causes Psychic Phenomena even if they normally wouldn't), Gaze into the Abyss (Novice; lets Ulysses see something's true nature), The Lidless Stare (Novice; attack power), Stacking the Deck (Novice; The Navigator makes a Difficult (-10) Perception Test. If the Test succeeds, he may add his Intelligence Bonus x5 to any Manoeuvre Action or single Ballistic Skill Test to fire the starship’s guns), Tides of Time and Space (Novice; lets Ulysses predict the immediate future in combat, doubles Ag bonus for the purposes of initiative and gives himself an additional Half-Action), Tracks in the Stars (Novice; lets Ulysses track ships in the Warp), and Void Watcher (Novice; Ulysses can use his Warp Eye to make Awareness tests up to 5 Void Units or 50,000 kilometers away such as silent running voidships). PSYCHIC POWERS (Psy Rating 4) Precognition Action: Half Action Focus Power: Ordinary (+10) Psyniscience Test Range: Self Sustained: Free Action Subtype: Concentration While this power remains in effect, the psyker gains a bonus to all Evasion Tests equal to his Psy Rating. ELITE ADVANCE Secret Taint . Mental Disorders (6 levels worth): Compulsion : Check the Geller Field Before Going into the Warp (minor; +10 to WP tests to resist), Dead Comrade : Ulysses sometimes sees Master Iphigenia, the former captain of the Pax Imperialis who was killed during the mutiny by the escaped prisoners (severe; +0 to WP tests to resist), Fear of the Dead (minor; +10 to WP tests to resist), Obsession : Daemons (minor; +10 to WP tests to resist), and Phobia : Planets, your mother told you you were destined to die on a forgotten world (minor; +10 to WP tests to resist). ARMOUR Light Power Armour Weight: 40 kg. Armour Points: 7 to All. Special: +2 AP when properly maintained for 1 hour a day (Armour-Monger Talent) Light Power Armour Sub-Systems: Osmotic Gill Life Sustainer, Magnetised Boot Soles, Sustainable Power Source. Best-craftsmanship Bodyglove with Integrated Cooling Coils Armour Points : 4 to Arms, Body, Legs MOVEMENT Half Action: 5m Full Action: 10m Charge: 15m Run: 30m FLYING MOVEMENT Half Action: 10m Full Action: 20m Charge: 30m Run: 60m WOUNDS: 11 DAMAGE: 0 CRITICAL DAMAGE: 0 ALIGNMENT Khorne: 1 Nurgle: 3 Slaanesh: 0 Tzeench: 2 EXPERIENCE EXPENDITURES Name Description Type Alignment Cost XP Gained Total Spent Total XP Starting Out - - - 7400 8000 7400 600 Session 1 Rewards - Reward - 0 630 7400 1230 Session 1 Secret Bribe - Reward - 0 500 7400 1730 Session 1 Narrative Skullduggery - Reward - 0 100 7400 1830 Trade (Armourer) New Known Skill Skill - 200 0 7600 1630 Armour-Monger +2 AP from Armour if 1 hr spent per day T2 Talent - 500 0 8100 1130 True Grit Critical Damage reduced by TB T3 Talent Nurgle 750 0 8850 380 Resistance (Fear) +10 to WP Tests to resist Fear T1 Talent Nurgle 250 0 9100 130 Session 2 Rewards - - - 0 450 9100 580 Meditation Meditate to lose Fatigue T1 Talent Tzeench 250 0 9350 330 Navigation (Surface) New Known Skill Skill - 200 0 9550 130 Session 3 Rewards - - - 0 250 9550 380 Command New Known Skill Skill Khorne 200 0 9750 180 Session 3 Rewards - Reward - 0 500 9750 680 Session 4 Rewards - Reward - 0 750 9750 1430 Session 5 Mulligan Rewards - Reward - 0 500 9750 1930 Compact Completion Reward - Reward - 0 705 9750 2635 Stacking the Deck (Novice) Navigator Power (Into the Storm p. 193) Navigator Power (Talent) - 200 0 9950 2435 Toughness (Simple) +5 Toughness Simple Characteristic Advance Nurgle 250 0 10200 2185 Ballistic Skill (Simple) +5 Ballistic Skill Simple Characteristic Advance - 250 0 10450 1935 Intelligence (Simple) +5 Intelligence Simple Characteristic Advance - 250 0 10700 1685 Perception (Simple) +5 Perception Simple Characteristic Advance - 250 0 10950 1435 Inquiry New Known Skill Skill - 200 0 11150 1235 Operate (Void Ship) New Known Skill Skill - 200 0 11350 1035 Trade (Astrographer) New Known Skill Skill - 200 0 11550 835 Navigation (Warp) Trained Skill Skill - 350 0 11900 485 Psyniscience Trained Skill Skill - 350 0 12250 135 Precognition Add to Evasion Rolls (p. 226 core book) Psychic Power - 100 0 12350 35