General:
Name: Warmund Maurer
Gender: Male
Age: 27
Appearance:
Warmund stands at exactly 6 feet tall and weighs 76 kilograms. He has a dark tanned complexion, piercing grey eyes and hair as dark as the oil his hands used to be submerged in. Across his browned flesh there is a large radiation burn that runs from the tip of his right eye, down past his nose and mouth, curving around his chin and finally stopping at the bottom of his collarbone where his pectoral starts.
Origin:
Homeworld: (Counsol Valdux) Forge World
Homeworld Superstition: Castigate the Flesh - The flesh must always be reminded of it's inherent weakness; inflicting minor pain and tortures upon oneself brings strength to the machine spirits nearby.
Homeworld Memento: Two halves of an Ork skull, from the center of the crown almost surgically cut through the jaw, worn on the both shoulders. This is the skull of Warmunds first kill under the Temples command.
Class: Vindicare Assassin
Background:
Warmund spent the first repetitive years of his life in the City of Feltham on the Forge World of Counsol Valdux, where he toiled over Adeptus Mechanicus machines and helped Humanity in this little way every day. On the year of his nineteenth Birthday his father was reported dead during his service in the Imperial Guard, no details were released other than it was during an Ork raid.
Warmund fell into a depressive state, externally emotionless but internally he was in turmoil, he was now the only Maurer left. Silent at work and more so at home, it was a rare occurrence for eye contact to ever be made, never mind a conversation be held or even replied to. For the following three years, alone among cold steel and burning fumes, an immense anger began to swell within him slowly. Warmund began to visit the darker corners of Feltham, mingling among the criminals and the like, gaining a petty experience in weaponry as well as other slightly alien activities to him. His life no longer meant as much to him as it once did, his real thirst was for blood, but more importantly - revenge.
When an Ork presence was reported beneath Feltham and the planetary forces moved in to engage, Warmund hid among their men and fought along side them from afar - a basic hunting rifle in hand between the pipes and ruins below.
When the battle was over he had seen many fall, Ork and Man alike, but no greenskins fell to his rifle thus far. As the men before him killed survivors and shifted the dead, burning the Ork corpes where they lay, a lone choppa wielding brute ran full speed toward a Captain whose gun was holstered and back open to attack. With a single shot the Ork fell limply to the ground and skidded violently to the Captains heels.
Between that second of adrenaline and the years of training and service that followed to the present day, Warmund joined the Imperial Guard, was spotted and recruited by the Vindicare Temples Assassins and is now undergoing an internal mission of training - fighting for the Imperium to hone his skills in the field of battle under an inquisitors command.
Stats:
Experience: 0/100
Level/Rank: 1
Wounds: 12
Armour: 6
Corruption Points: 0
Insanity Points: 0
Characteristics:
Weapon Skill: 31
Ballistic Skill: 36
Strength: 33
Toughness: 43
Agility: 33
Intelligence: 45
Perception: 26
Willpower: 32
Fellowship: 32
Influence: 19
Divination:
“In the darkness, follow the light of Terra.” Increase Willpower by +3.
Class Bonus:
- Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage.
Class Memento:
A cracked Autopistol Clip that is strapped around Warmunds chest covering his heart, as the bullets killed his foes, the clip will preserve him.
Homeworld Bonus:
- Omnissiah's Chosen: Operator talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)
Talents:
- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
- Linguistics (Low Gothic)
Equipment:
Hunting Rifle - 2 handed - 150m range - 1d10+3 impact damage - Availability: Scarce - Cost: 100 Throne
Sword - Melee - 1D10 damage - Common x2
Armoured Body Glove - 2 armour - No restriction to Agility - Rare
Micro bead - Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Magnoculars- These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Chrono- Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.
Concealed Holster- Cost: 40 Throne - These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty.
Stub Automatic - 1 handed - 30m range - 1d10+3 impact damage - Availability: Average - Cost: 40 Thrones
Combat Vest- Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon.
Throne gelt: 10
Name: Warmund Maurer
Gender: Male
Age: 27
Appearance:
Warmund stands at exactly 6 feet tall and weighs 76 kilograms. He has a dark tanned complexion, piercing grey eyes and hair as dark as the oil his hands used to be submerged in. Across his browned flesh there is a large radiation burn that runs from the tip of his right eye, down past his nose and mouth, curving around his chin and finally stopping at the bottom of his collarbone where his pectoral starts.
Origin:
Homeworld: (Counsol Valdux) Forge World
Homeworld Superstition: Castigate the Flesh - The flesh must always be reminded of it's inherent weakness; inflicting minor pain and tortures upon oneself brings strength to the machine spirits nearby.
Homeworld Memento: Two halves of an Ork skull, from the center of the crown almost surgically cut through the jaw, worn on the both shoulders. This is the skull of Warmunds first kill under the Temples command.
Class: Vindicare Assassin
Background:
Warmund spent the first repetitive years of his life in the City of Feltham on the Forge World of Counsol Valdux, where he toiled over Adeptus Mechanicus machines and helped Humanity in this little way every day. On the year of his nineteenth Birthday his father was reported dead during his service in the Imperial Guard, no details were released other than it was during an Ork raid.
Warmund fell into a depressive state, externally emotionless but internally he was in turmoil, he was now the only Maurer left. Silent at work and more so at home, it was a rare occurrence for eye contact to ever be made, never mind a conversation be held or even replied to. For the following three years, alone among cold steel and burning fumes, an immense anger began to swell within him slowly. Warmund began to visit the darker corners of Feltham, mingling among the criminals and the like, gaining a petty experience in weaponry as well as other slightly alien activities to him. His life no longer meant as much to him as it once did, his real thirst was for blood, but more importantly - revenge.
When an Ork presence was reported beneath Feltham and the planetary forces moved in to engage, Warmund hid among their men and fought along side them from afar - a basic hunting rifle in hand between the pipes and ruins below.
When the battle was over he had seen many fall, Ork and Man alike, but no greenskins fell to his rifle thus far. As the men before him killed survivors and shifted the dead, burning the Ork corpes where they lay, a lone choppa wielding brute ran full speed toward a Captain whose gun was holstered and back open to attack. With a single shot the Ork fell limply to the ground and skidded violently to the Captains heels.
Between that second of adrenaline and the years of training and service that followed to the present day, Warmund joined the Imperial Guard, was spotted and recruited by the Vindicare Temples Assassins and is now undergoing an internal mission of training - fighting for the Imperium to hone his skills in the field of battle under an inquisitors command.
Stats:
Experience: 0/100
Level/Rank: 1
Wounds: 12
Armour: 6
Corruption Points: 0
Insanity Points: 0
Characteristics:
Weapon Skill: 31
Ballistic Skill: 36
Strength: 33
Toughness: 43
Agility: 33
Intelligence: 45
Perception: 26
Willpower: 32
Fellowship: 32
Influence: 19
Divination:
“In the darkness, follow the light of Terra.” Increase Willpower by +3.
Class Bonus:
- Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage.
Class Memento:
A cracked Autopistol Clip that is strapped around Warmunds chest covering his heart, as the bullets killed his foes, the clip will preserve him.
Homeworld Bonus:
- Omnissiah's Chosen: Operator talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)
Talents:
- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
- Linguistics (Low Gothic)
Equipment:
Hunting Rifle - 2 handed - 150m range - 1d10+3 impact damage - Availability: Scarce - Cost: 100 Throne
Sword - Melee - 1D10 damage - Common x2
Armoured Body Glove - 2 armour - No restriction to Agility - Rare
Micro bead - Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Magnoculars- These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Chrono- Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.
Concealed Holster- Cost: 40 Throne - These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty.
Stub Automatic - 1 handed - 30m range - 1d10+3 impact damage - Availability: Average - Cost: 40 Thrones
Combat Vest- Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon.
Throne gelt: 10