Name : Telashyr the Unbloodied Archetype : Haemonculi; Insanely Malleable : Haemonculi are notoriously fond of radically altering their form in order to experience new sensations, survive dangers, or merely enact some fresh terror on their victims. The Haemonculi may spend an Infamy Point and pass a Difficult (–10) Medicae Test to dramatically alter its physical form. If his is successful, the Haemonculi may then select one of the following Traits, plus one additional Trait for every Degree of Success beyond the first on the Medicae Test: Amphibious, Burrower (1), Crawler, Deadly Natural Weapons, Flyer (1), Multiple Arms (1), Natural Armor (1), Quadruped, Sturdy, Unnatural Characteristic (+1), Unnatural Senses (1). If the Trait has a value in parentheses after it, then then s/he can select that Trait multiple times, each time increasing the value by 1 (to a maximum of 4). Every hour after taking on such a form, s/he must make a Challenging (+0) Willpower Test with a cumulative –10 penalty for each consecutive hour or lose the benefits of the Trait and return to its default form. Player: ??? Age : 102 Armor : Ghostplate armor (All 6; has a field with a Protection Rating of 20, but overloads after shielding against the attack if its user rolls doubles on any roll to deflect an incoming attack, additionally the armor's torso and arms are covered in barbed hooks so any melee hits against the wearer to a barb-covered part of their body result in the attacker suffering 1d5+1 R Damage to the attacker (Dodge or Parry can negate, as the attacker attempts to twist out of the way). In addition, so long as the upgraded armor covers the wearer’s arms, the wearer always counts as being armed with a Knife in melee) Corruption: 10 ; Gift of the Gods : Vampiric Addiction (In any session in which the character drinks the blood of an intelligent being, s/he counts its Infamy Points as one higher than normal for the remainder of the session. If s/he does not partake in the substance by the end of the session, s/he permanently loses 1 Toughness) BS WS S T Ag Int Per WP Fel Infamy 36 52** 34 24 54** 36 40* 35 37* 41 Description : Pride: Beauty , Disgrace: Betrayal, Motivation : Solipsist Infamy Points : 3, Temp : 0 Max. Carrying Weight: kg Movement: 8/16/24/48 Pain Tokens: 0/8; Whenever s/he gains its eighth Pain Token, its Pain Tokens reset to zero and s/he gets 1 temporary Infamy Point. Untrustworthy: The character receives a –10 Situational Modifier to all Charm attempts. Wounds: 10 XP spent 80 00 XP total: 8,000 Skills: Acrobatics, Awareness +10, Chem-Use, Command, Common Lore (Dark Eldar, Tech, War), Deceive +10, Dodge, Forbidden Lore (Jericho Reach, Pirates, Warp), Interrogation, Intimidate, Linguistics (Eldar, Dark Eldar), Medicae +10, Navigation (Surface, Webway), Parry, Scholastic Lore (Beasts, Legend), Stealth, and Trade (Chymist, Voidfarer). Talents: Ambidextrous, Catfall, Dark Soul, Deadeye Shot, Decadence, Disturbing Voice, Enemy (Eldar, Imperial Guard, Inquisition), Exotic Weapon Training (Agonizer Lash), Hard Target, Hatred (Inquisition), Heightened Senses (Sight, Hearing), Jaded, Kabalite Weapon Training, Leap Up, Paranoia, Peer (Dark Eldar), Pity the Weak (The character has nothing but contempt for those less powerful than itself and gains a +10 on Command, Commerce, Deception, and Intimidation Skill Tests when opposed by someone with either a Strength or Willpower Characteristic lower than his own, or whose Infamy or apparent social status is beneath his own. Unfortunately, the character also has trouble hiding her contempt for such people, and suffers a –10 to Charm Skill Tests when dealing with these individuals), Quick Draw, Resistance (Poisons), Sprint (When taking a Full Move Action, the character can move an extra number of meters equal to his Agility Bonus. When taking the run action, the character may double his movement for one round. The character gains one level of Fatigue if he uses this Talent two turns in a row), Surgical Precision (whenever he deals Critical Damage to an opponent, he may make a Challenging (+0) Intelligence Test. If he succeeds, he may reduce this Damage by an amount up to his Intelligence Bonus and inflict 1 Fatigue upon his target for each Degree of Success he scored on the Intelligence Test. Further, this character gains a +30 bonus to any Medicae Skill Tests to treat wounds that he caused), and Trueborn (always treat Fellowship advances as allied). Traits : Dark Sight, Keen Senses, Non-Imperial (The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man), Matchless Grace, Power Through Pain (A Dark Eldar character gains a single Pain Token whenever one or more living creatures (in other words, things that are not machines, daemonic, or otherwise “non-living”) within a number of metres equal to his Perception Bonus are killed, Stunned, suffer non-lethal Critical Damage, suffer Blood Loss, fail a Fear or Pinning Test, or are otherwise subjected to excruciating pain), Speak Not Unto the Alien (This creature suffers a –20 penalty on all Fellowship-based Tests when dealing with humans, and imposes the same penalty on humans. These penalties do not apply when dealing with individuals who have become familiar with him. Finally, the presence of any xenos aboard a human vessel is unsettling for the crew. The continued presence of one or more xenos player characters aboard a ship reduces its Morale by 2. Furthermore, because of their dark reputation, if a Dark Eldar character inflicts suffering on the crew of a vessel to gain Pain Tokens (or for any other reason unjustifiable in the eyes of the crew), the ship’s Morale is reduced by 1 for each incident), Sadistic Joy (Whenever this character gains a Pain Token from the suffering of an ally, so long as the character was not the cause of that suffering, he gains an additional Pain Token), Soul’s Nemesis, Unnatural Agility (+3). Weapons: Good craftsmanship splinter rifle (Basic; 100m; S/3/5; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Reliable, Toxic [4]), Good craftsmanship Agonizer Lash (Melee, range 3m, 1d10+3E, Pen 6, Flexible, Powerfield, Razorsharp, Shocking, and +5 WS with it, Wt. 2 kg) Other equipment on its person: medikit, micro-bead, translator unit, two doses of Shudderstep (A dose of Shudderstep enables a warrior to run at incredible speeds. The character gains the Unnatural Speed Trait for the duration of the drug’s effect. After the effect ends, the character gains a level of Fatigue and must make a Challenging (+0) Toughness Test or pass out for 1d10+5 minutes as the deferred exhaustion catches up to him), and three doses of Plas (When applied to the skin, plas softens it to the consistency of soft wax for roughly five minutes, allowing the user to reshape it into new forms. Multiple applications allow even the flesh underneath to be moulded but with intense pain. These will gradually ware off in 1d5 days causing pain proportional to the extent of modification. This gives the subject a +30 against any Perception tests to determine his true identity and also to fool anyone into believing the false one).