Genesis Godalming

## Backstory

Destiny and fate can be like poetry, it masterfully flows and rhymes and repeats itself in unescapable verses with little room for diversion. I was destined to march before the holy Emperor upon his throne on Terra. Where my talents had me plucked from my home world at an early age and a life of drudgery they were also to be my curse, bound for the Astronomicon my service was to be swift and my powers spent in order to burn brighter than any sun sharing my presence with the God-Emperor himself, however I was taken from

## Personality

"A Knife in the dark is worth a thousand swords at dawn." Is a remorseful truth Genesis bears in his service to the Inquisition. While sacrifice upon the Astronomicon is a brief service it is no less important to the imperium and bears with it less turmoil then working with the Inquisition and the weight of this spin of fate weighs on Genesis's soul though he would never stray from his duty because of it.

 25

Wounds: 12 Current: 3

Fatigue: 10 Current: 1

## Skills

Awareness, Common Lore: Adeptus Astra Telepathica, Forbidden Lore: The Warp, Interrogation, Psyniscience (+10), Scrutiny

## Psychic Powers:

Telepathic Link (-10 Opposed WP): The Psyker chooses a person in range and line of sight who opposes this power with a Willpower test. If the target fails, the psyker can either read the person’s thoughts or send him a brief mental message.

• Thought Reading: The psyker reads the target’s thoughts, with the GM determining the nature of the information gained. The more degrees of success scored on the Focus Power test, the more information is gained overall. The higher the PR of the power, the more secretive the information gained.

• Thought Sending: The Psyker causes a message to appear in the target’s mind as if he has just heard it spoken aloud. The message can be no longer than 5 x PR seconds long. If the target of this power is aware of what the psyker is trying to do, he can voluntarily fail the opposed Willpower test, counting as having rolled a 100

Erasure (+0 Opposed WP): The Psyker chooses a single foe in range and line of sight who opposes this power with a Willpower test. If he fails, the psyker removes a memory of a recent event from the target’s mind. The psyker can only remove an amount of time from the target’s memory up to 10 x PR minutes, and the event removed cannot have occurred more than PR hours prior to the use of this power. The enemy is left with a gap in his memory, with no recollection of what occurred during that time.

Telepathic Bond (-10 Opposed WP): The Psyker establishes a telepathic bond with a number of individuals up to half his psy rating, who resist the power with a Willpower test. As long as the bond is held, the Psyker and targets can send and receive messages telepathically. This does not grant full awareness of all of the characters’ thoughts, but allows each character to choose what messages to send. All characters involved in the bond receive all messages. If a target is aware of the Psyker’s action, he may choose to fail the Willpower test, counting as having rolled a 100. If a character moves out of range of the Psyker, the power ceases to affect him.

Dominate (+0 Opposed WP) Full Action Range: 5 metres x psy rating: The psyker nominates a number targets in range and line of sight up to half his psy rating (rounded up) who oppose this power with a Willpower test. Each target that fails to resist the power must follow a simple command given by the psyker. Some example orders include “Flee,” “Fall,” or “Attack your friend.” If the command is a potentially suicidal act, each target receives a +20 to its Willpower test to Oppose the power. In all cases, the command must be achievable in a single round

Mind Scan (-20 Willpower Test): The psyker chooses a target within range and line of sight who resists the power with a Willpower test. The target may attempt to resist each round the power is sustained. If the target wins, the psyker is repelled from his mind and gains no further information. The information the Psyker learns corresponds to the number of rounds he successfully sustains the power:

• First Round: The Psyker learns basic information, including the target’s name, mood, and general state of health.

• Second Round: The Psyker accesses the target’s surface thoughts and learns his number of Insanity points and number of Corruption points.

• Third Round: The Psyker successfully gains access to the target’s short-term memory and learns of any mental disorders.

• Fourth Round: The target’s subconscious is revealed.

• Fifth Round: The target’s mind is laid bare for the Psyker to plunder at will, from the target’s happiest memories to his darkest secrets.

## Talents & Trait

Warp Sense: The Acolyte’s senses have evolved to perceive the Warp in parallel with the physical world. The character can use the Psyniscience Skill as a Free Action instead of as a Half Action. He can also passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such a Warp signature or a creature, the GM can allow him to make a Psyniscience skill test to detect it, in the same way he could use Awareness to spot an ambush without knowing it is there.

Keen Intuition: The Acolyte has trained extensively to notice objects that seem out of place or hidden. This can bring the smallest irregularity to prominence, revealing the heresy festering beneath the surface. After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.

Warp Awareness: The Astropath may use his Psyniscience skill in place of his Awareness skill for Awareness tests.

Unnatural Sense (7): The creature can perceive its surroundings using senses other than sight or hearing, such as special organs, fine hairs, or some other disturbing ability. This trait always includes a range in meters indicated by the number in parentheses (7)

Favored by the Warp: Roll twice for Psychic Phenomena and choose result.

Psy Rating (3):

## Special Abilities

**Faith in the Creed:** Whenever a shrine world character spends a Fate point, he rolls 1d10. On a result of 1, the character’s total number of Fate points is not reduced.

**The Constant Threat:** When the character or an ally within 10 meters triggers a roll on Table 6–2: Psychic Phenomenon (see page 196), the Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus.

## Equipment

Light Flak Cloak (3 Arm All but Head), Psy Focus (Crystal Phial of Sand from Terra) Respirator, Best Craftsmanship Mono Sword (Sacred Inscription) Good Quality Wooden Regicide Set.

**Consumables:**

**Ammo:** 3 Clips for Laspistol

**Corruption Points:** 6

**Insanity** **Points**: 26 (Trauma +10)