Blaze Tremor AKA 'Forte Merrnor'

He was supposed to die,

Description:

Dark heresy, Player: Josh ‘Faust’ Fausto

radicals handbook

Inquisitor banner: Arden Thrane

Name: Blaze Tremor AKA ‘Forte Merrnor’
Homeworld: Gunmetal City – Scintella
Gender: Male
Career: (tainted) Imperial Psyker
Rank: Sanctionite
Start Package: A Shadow Over Thy Soul

WS: 37 BS: 44
S: 32 T: 29
Ag: 43 Int: 24
Per: 42+5 WP: 37+5
Fellowship: 26 Wounds: 0/12
Critical wounds:
Fatigue: 2

unnatural strength when attacking x2
Unnatural Agility x2

Psy rating 4

A demonling named ‘Alara’ can take control whenever she wishes to exert it
And Can call upon her in his dreams and she will act as his guide, but do not do it carelessly, it may blow his cover

Fate Points: 4/4 Thrones: 54
Insanity Pts: 2 XP: 600
Corruption Pts: 64 Total XP: 7000

(tall and asian) also mailable, (+20 grapple & climb)

Build: Wiry Skin Color: Pale
Hair Color: long Black Eye Color: Blue and red (Has shades though)
Age: 22

Quirk: You have a bullet wound scar.
Hive Class: Specialist
Divination: Trust in your fear.

Discipline: Pyrokenisis (1), Telekenisis (1),

Traits: Caves of Steel, Hivebound, Wary, Gunmetal Hiver Skills, Packing Iron, Way of the Gun, Sanctioned Psyker

Basic Skills: Tech-Use (Int) (Caves of Steel)

Advanced Skills: Speak Language (Hive Dialect) (Int), Speak Language (Metallican Hive Dialect) (Int) (Gunm. Hiver Sk.), Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Literacy (Int), Trade (Soothsayer) (Fel), Forbidden Lore (Daemonology) (Int), Forbidden Lore (Warp), Performer (Storyteller), Slight of hand, Dodge+10, Deceive+10, Blather+10, Charm, Command, scrutiny,

Talents: Pistol Training (SP), Melee Weapons Training (Primitive), Pistol Weapons Training (SP), Dark Soul, Leap up, Rapid Reload, Rapid Reaction, Sound Constitution, Blind Fighting, swift attack, crack shot, two weapon wielder (ballistic),two weapon wielder (melee), Ambidextrous, warped psyker, Bladesmaster, sure strike, precise blow, Furious assault, Jaded

Gear: staff, knife (psykana mercy blade), quilted vest, tatty robe (Poor Quality Clothing), Psy-Focus, sanctioning brand, sword, book of Imperial saints, combat stub revolver and 3 bullets, heavy gloves (memento), torn tarot card (memento)

Special Qualities: You have a Psy Rating of 4

Family: None

Psychic powers:

Chameleon
Threshold:7
Focus time: Half action
Sustained:Yes
Range:You

You gain a +30 Bonus to Concealment tests Also, all opponents using ranged weapons will suffer a -20 penalty to ballistics rolls

Unnatural Aim
Threshold: 8
Focus time: Half action
Sustained: No
Range: You

Any range attacks you make count as being made at point blank range (+30 to hit)

Healer
Threshold: 7
Focus time: Full action
Sustained: No
Range: 10m

May use on a willing target including yourself, and removes 1d5 points of damage (critical damage first)
Minimum safe time of use per target, 6 hours they must test toughness or take 1d5 points of damage, instead of healing

Spectral Hands
Threshold: 10
Focus time: Full action
Sustained: No
Range: 30m

Cant affect living targets, or things which require prescition
no overbleed

Weapon Jinx
Threshold:8
Focus time: Full action
Sustained: No
Range: 50m

You reach into nearby machines with your mind to scramble their circuitry. All mechanical devices within range cease to function for 1 Round. In addition you may test willpower to force a single weapon within range to jam, The jammed weapon can be cleared as normal. Note that the adeptus Mechanicus are especially loathing of this kind of ability and tend to take a very dim view of psykers that employ it.

Overbleed: For every 5 points by which you exceed the Threshold You extend the range of this power by 10 meters or you can affect an additional weapon.

Torch
Threshold: 5
Focus time: Half action
Sustained: Yes
Range: You

By burning the very stuff of your thoughts, You create a ball of Psy-flame. The light Cast by Torch is Equivalent to a glow-lamp. The flame may issue from any point of your body. The flame is roughly the size of your palm, and pulses slightly in time with your heartbeat. It may be colored according to your whim. The light produces no heat.
Overbleed: For every 10 points by which you exceed the Threshold you may double or half the size of the light, or cause it to float up to one meter from your body in any direction

Fire bolt:
Threshold: 11
Focus time: Half Action
Sustained: No
Range: 100m

Fire bolt allows you to create bolts of flame with your mind and hurl them at your foes. The appearance of the flames is up to you, for example, searing white light or green-black spheres of obscnity-mouthing flames, You can direct the bolt at any target you can see within range. Make a challenging (0) willpower test to strike the target, on a hit, the bolt deals 1d105 energy damage.

Overbleed: For every 5 points by which the power roll exceeds the threshold, you generate an additional fire bolt, which can be directed at any targets within range, test willpower for each separate target.

Forget me:
Threshold: 6
Focus time: Half Action
Sustained: No
Range: 10m

You become instantly forgettable to a single creature within range. They cant seem to recall having met you before this very instant and you effectively suppress all memories of your previous encounters. The target is entitled to an ordinary (+10) Willpower Test to resist this power. Their memory returns after 1d10 minutes

Overbleed: For every 5 points by which you exceed the threshold, you may do any of the following: extend the effects of this power to either one additional target, add an extra 1d10 minutes to the duration, or worsen the difficulty of the willpower test by one step

Distort Vision
Threshold: 8
Focus time: Free action
Sustained: No
Range: You

With this power, you disappear and your image reappears in another space no more than 10 meters away. Until the start of your next turn , you are effectively invisible to all other creatures, defeating even sensory equipment. All attacks against you, should your position be discovered by means of a psyniscience test, are Very Hard (-30). Creatures and sensors that do not rely on sight are not affected by this power.

Precognition
Threshold: 6
Focus time: Half action
Sustained: Yes
Range: you

You get a fuzzy picture in your head, what will happen a few seconds in the future. as you draw nearer to the event, the picture becomes clearer, for as long as this power is active, you gain a +10 bonus to dodge tests, and to weapon’s skills tests made to parry incoming blows

Sculpt flame
Threshold: 13
Focus time: Half action
Sustained: yes
Range: 5m x willpower bonus

You control the shape of the fires burning around you. with this power, you can intensify any flames or shape them to assume any appearance you desire. a successful use of this power allows you to do any of the following effects with an existing fire:

-Double a fire’s area (Assuming there are combustibles)
-spread the fire into a number of 1 meter squares in any direction equal to your willpower bonus
-create crude shapes that resemble creatures, body parts, people or objects
-Cause a fire to burst, requiring all a adjacent targets to test agility, catching fire should they fail the test
-cause a fire to spew smoke, filling three times the area of the fire, (treat as fog)

Each round you can choose a new effect or apply the same effects to the same source of fire

Overbleed: for every 5 points by which you exceed the power’s threshold, you can manipulate the fire more effectively, if you exceed the {PT by 5 points, you can create easily recognizable images, if you exceed by 10 points, you can create near life-like figures, as if carved from flame. you can increase the distance of spreading fire: for every 5 points you exceed the PT, the distance is double your willpower Bonus; for exceeding by 10 the distance is four times, your willpower and so on.

Psychic Blade
Threshold: 19
Focus time: Half action
Sustained: Yes
Range: You

A phenomenally complicated ability to master, this power allows you to project your will as a blade of psychic force, because the blade is formed of psychic energy, it can be formed almost impossibly thin, as little as a molecule Thick, A psychic blade can thus shear through almost any physical object with ease, and is capable of cutting through most forms of armor as if they were made of cloth. The psychic blade is a terribly dangerous weapon to use though, for any thoughts can misdirect it with devastating effect. Once mastered, treat the psychic blade as a sword wielded by the psyker (Though it does not require a free hand) That requires no melee training to use, but cannot parry. to strike with a psychic blade, the telekine uses their willpower characteristic rather than weapon skill. On a successful hit, the weapon deals 1d10 Rending damage, Plus 2 additional points of damage per point of your willpower bonus. in addition, the weapon has penetration equal to twice your willpower bonus

Fire storm
Threshold: 16
Focus time: Half action
Sustained: No
Range: 50m

Fire sotrm instantly creates an intense conflagration about your target as the air itself ignites, burning all within to cinders, You can call a fire storm anywhere within range to a point you have line of sight to. The fire storm has a 6 meter radius from the point (Or individual) Targeted. The fire storm deals 1d10+5 energy damage to all creatures and objects in the area.

Overbleed: For every 5 points by which you exceed the threshold, you deal an additional 1d10 points of damage.

Holocaust:
Threshold: 23
Focus Time: Full action
Sustained: Yes
Range: 6m

A legendary ability that few pyrokinetics are strong enough to even wield, much less have the courage to use. Holocaust calls forth a raging white-hot firestorm ignited by the psyker’s own soul, The flames of a Holocaust burn across dimensions, affecting the entities of the immaerium as well as material beings, but the cost is high as the psyker risks losing his own spirit to the fury of the conflagration. The fires of a Holocaust always burn outward from you, dealing 1d10 energy damage per point of your willpower bonus to all creatures and objects in the area. This damage bypasses toughness bonus and armor. you take 1d10+1 energy damage (ignoring toughness bonus and armor) each round that you sustain this power. There is no immunity to the fires of a Holocaust and warp entities, as well as immaterial creatures are burned as readily as the fleshbound, Those slain by Holocaust are killed forever.

INVENTORY
Autogun 10 clips
Frag grenades 8 (Grenade launcher) 3 (Manual throw)

Weapons:

Autogun (Special)
1d10+4 Impact damage, Penetration 2, s/3/10
+10 clips
Range, 100m

Babby’s (Grenade launcher)
Can launch grenades, no training required
Range, 250m

Shotgun

(bonus)
Stub bullets
fast load canister, +30 bullets

dual swords
1d10
similar to lathe

Combat stub revolvers

Long lass
1d10+4e, Pen 1, 20 per charge, single shot

Armor:

Flak armor

Semi-helmet

Your name is Forte Merrnor. You are male. You are 22 years old, and have tan skin, black hair and grey eyes. Your peers describe you as wiry. You have a bullet wound scar. You have no immediate family to speak of.
    You were born in the vibrant and dangerous Gunmetal City. You come from a line of Specialists, your expertise granting you privileges above your peers back home. You walk the path of the Imperial Psyker, where you hold the rank of Sanctionite. Upon your first awakening as a psyker, you were attacked by a Daemon, but prevailed against the monster at an irreparable cost to your mind and soul. The curse of your psychic talents is controlled by your faith in the guiding light of the God-Emperor, the armor of your mind forged through unwavering conviction. When you visited the Imperial Diviner, the seer told you this: Trust in your fear. Your only physical reminder of your past life is your heavy gloves, something that holds great sentimental value to you. In your travels and adventures as Imperial Psyker, you have collected a special memento of your journey, your torn tarot card. You have a Psy Rating of 1.
    Your upbringing, environment, and the path you have chosen in life have granted you the following traits: Caves of Steel, Hivebound, Wary, Gunmetal Hiver Skills, Packing Iron, Way of the Gun, Sanctioned Psyker.You have learned, acquired, or been born with a number of talents, such as Pistol Training (SP), Melee Weapons Training (Primitive), Pistol Weapons Training (SP), Dark Soul.
    You excel in a number of basic skills, including Tech-Use (Int) (Caves of Steel).You have learned a number of advanced technical skills, such as Speak Language (Hive Dialect) (Int), Speak Language (Metallican Hive Dialect) (Int) (Gunm. Hiver Sk.), Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Literacy (Int), Trade (Soothsayer) (Fel), Forbidden Lore (Daemonology) (Int).
    At this time in your life, your personal belongings are meager, most provided by the Imperium as part of the path you walk. Your holdings include staff, knife (psykana mercy blade), quilted vest, tatty robe (Poor Quality Clothing), Psy-Focus, sanctioning brand, axe, book of Imperial saints, combat stub revolver and 3 bullets, heavy gloves (memento), torn tarot card (memento).

Bio:

Blaze Tremor AKA 'Forte Merrnor'

Reconquista - The Philippian Crusade megarock1018