ConstantiusSoranus ConstantiusSoranus is offline


About Me

  • About ConstantiusSoranus
    Name: Constantius Soranus
    Homeworld: Imperial World
    Career: Cleric
    Rank: Hierophant (Rank 10)
    Gender: Male
    Build: Slender
    Skin Color: Dark
    Hair Color: Dyed
    Eye Color: Brown
    Age: 47
    Quirk: You have quivering fingers.
    Planet of Birth: Shrine World
    Divination: The only true fear is of dying with your duty not done.
    Gained XP: 3800
    Spent XP: 26,200

    WS: 50 (39)
    BS: 34 (29)
    S: 51 (36)
    T: 70 (40)
    Ag: 60 (34)
    Int: 43 (23)
    Per: 41 (36)
    WP: 60 (35)
    Fel: 42 (27)
    Wounds: 25 (13)
    Fate Points: 0/3, 2 burned
    Insanity Points: 15
    Corruption Points: 0
    Thrones: 538
    Monthly Income: 340

    Blessed Ignorance [-5 to all Forbidden Lore tests]
    Hagiography [Common Lore (Imperial Creed, Imperium, War) are Basic Skills]
    Liturgical Familiarity [Literacy and Speak Language (High Gothic) are Basic Skills]
    Superior Origins [Willpower +3]
    Favoured of the Emperor [Creatures with the Daemonic trait must pass a Challenging (+0) Willpower Test each round to make melee attacks against the Hierophant. Once per session, the Hierophant can ignore a single increase to his Corruption Points.]
    Wrath of the Emperor [Melee attacks made by the Hierophant (and those with 4 metres of him) count as holy and blessed attacks when applying damage]

    Common Lore (Imperial Creed) +20 (Int)
    Common Lore (Imperium) (Int)
    Common Lore (War) (Int)
    Literacy (Int)
    Speak Language (High Gothic) (Int)
    Awareness +20 (Per)
    Deceive (Fel)

    Speak Language (Low Gothic) (Int)
    Performer (Singer) (Fel)
    Trade (Cook) (Int)
    Common Lore (Ecclesiarchy) (Int)
    Forbidden Lore (Heresy) +20 (Int)
    Forbidden Lore (Psykers) +20 (Int)
    Forbidden Lore (Mutants) +10 (Int)
    Forbidden Lore (Xenos) (Int)
    Forbidden Lore (Inquisition) (Int)
    Forbidden Lore (Daemonology) (Int)
    Forbidden Lore (Warp) (Int)
    Dodge +10 (Ag)
    Interrogation +10 (WP)
    Inquiry (Fel)
    Command +10 (Fel)
    Scrutiny (Per)
    Medicae (Int)
    Tech Use (Int)

    Basic Weapon Training (Primitive)
    Basic Weapon Training (Flame)
    Heavy Weapon Training (Flame)
    Pistol Training (SP)
    Melee Weapons Training (Primitive)
    Melee Weapon Training (Chain)

    Combat Master [Opponents in melee gain no bonuses for outnumbering you]
    Blademaster [Re-roll one missed attack per round]
    Crushing Blow [+2 Damage with melee weapons]
    Swift Attack [As a Full Action, take two melee attacks]
    Lightning Attack [As a Full Action, take three melee attacks]
    Bulging Biceps [Can fire Heavy Weapons without bracing]
    Cleanse and Purify [Targets exposed to flamer attacks take a -20 penalty to avoid being hit]
    Quick Draw [May Ready as a Free Action]

    Air of Authority [Affect 1d10+WP bonus with Command tests]
    Iron Discipline [Minions can re-roll failed Pinning and Fear tests]
    Master Orator [Fellowship Tests and Fellowship-based Skill Tests can affect 10 times the normal number of people.]

    Orthoproxy [+20 to WP tests to resist mind control or interrogation]
    True Grit [Whenever suffering Critical Damage, halve the result (round up)]
    Die Hard [Re-roll death chance due to blood loss]
    Sprint [When taking the Full Move action, you may move an extra number of metres equal to the Agility Bonus. When taking the Run action, you may move double your Movement for one round. If you use this Talent two turns in a row, gain 1 level of Fatigue]
    Heightened Senses (Sight) [+10 to Tests involving this sense]
    Heightened Senses (Hearing) [+10 to Tests involving this sense]
    Talented (Medicae)

    Soul of Stone [The character is immune to the effects of fear, pinning, and intimidation. Never gain Insanity Points from sighs of blood, death, violence or any 'mundane horror.' Whenever the character would gain Corruption Points, reduce the amount he would earn by 5. In addition the character may test WP as a Free Action to ignore the effects of his accumulated Corruption for 1 minute.
    Mental Aegis [The character has a +10 bonus to all tests he makes the resist the effects of all psychic or warp-based effects (including daemonic abilities and sorcery). The character may re-roll failed WP tests to resist any psychic powers that affect his mind. When the character is the target of any psychic attack, the character may force the attacking psyker to make a WP test. On a failure, the attacking psyker suffers 1d10+Character's WP bonus damage (IHP0) that may be reduced by the attacking psyker's WP bonus but bypasses armour and Toughness.]
    Transcendent Hate [May declare any enemy a Hated Foe and receive +10 WS attacks against it. As a Full Action, the character may make an Easy (+20) Charm Test to extend the effects of the Hatred talent for the duration of the encounter to 2 allies per Fellowship Bonus. Grants a +20 bonus to Interactions inspiring hatred or anger, and allows the character to affect double the normal number when doing so. Stacks with Master Orator.]

    Pure Faith [Completely immune to Daemonic Presence. May spend a Fate Point to ignore a Fear Test or avoid gaining Insanity or Corruption for an encounter. May burn a Fate Point to ignore a single daemonic psychic attack (must be burned upon manifestation, before any rolls to resist or the power's effects are applied).]
    Wrath of the Righteous [May spend a Fate Point so that the character and a number of his allies up to his Fellowship Bonus which can both see him and hear his voice increase all melee damage by 1d5 and have a chance of Righteous Fury on a 9 or a 10 (the RF bonus applies only to the initial roll, not subsequent damage rolls). May burn a Fate Point to increase damage to 2d10. Stacks with Master Orator.]
    Flames of Faith [May spend a Fate Point and Full Action to bless a burning fire up to twice Fellowship Bonus metres in diameter, a clip of incendiary ammunition, or weapon that produces flame. Blessed fire burns hotter and inflicts an additional 1d10 damage, as well as imposing a -10 penalty to Agility Tests to avoid bursting into flame. It inflicts an additional 1d10 Holy damage against daemons. May burn a Fate Point to inflict 2d10 extra damage (instead of 1d10) and counts as explosive damage instead of energy.]
    The Unforgiving Blade [May spend a Fate Point to bless a single melee weapon that is capable of inflicting Rending damage. The blessed weapon inflicts an extra 1d10 and gains 2 Penetration against daemons, psykers, and creatures with 20+ Corruption Points. Additionally, damage counts as Holy and any daemons, psykers, or creatures with 20+ Corruption Points take 1d5 unavoidable energy damage every round they hold the weapon. May burn a Fate Point to bless a number of weapons up to twice Fellowship Bonus, providing he spends a Half Action per weapon to lay hands upon it.]
    Holy Radiance [May spend a Fate Point so that all allies that can both see and hear the player gain immunity to Daemonic Presence (as if they had Pure Faith) and gain +10 on all Fear tests. May burn a Fate Point to free allies from Fear effects and any ongoing psychic powers cast by daemons. In addition, they become immune to Fear for the remainder of the counter.]
    Holy Light [May spend a Fate Point causing the faithful burns with a bright white inner light, illuminating the area around him clearly for 10m (20m in twilight). Melee and point blank ranged attacks are at -20 to hit. Ranged attacks from Long or Extreme range are at +10 to hit. Anyone with 5m that is touched by the warp, a daemon, a psyker, or has 20+ Corruption Points will suffer 1d10E damage each round to their least armoured location. Additionally, they must pass an Easy(+20) Willpower test or catch on fire. May burn a Fate Point to cause the Talent to last an entire game session.]
    Divine Endurance [May spend a Fate Point to grant this ability to the faithful and allies up to his Fellowship Bonus (stacks with Master Orator). While it lasts, faithful and allies will ignore any Fatigue they suffer, regardless of source. Additionally, extant Fatigue levels are ignored for the duration of the ability. (May extend to the course of a journey if it is for a suitably holy purpose.) May burn a Fate Point to give faithful and allies Unnatural Toughness for the duration of the encounter.]
    Respite [Spend a Fate Point and choose a single ally who can hear and see the faithful. As long as the faithful spends a Full Action each round praying, the ally with gain respite from his injuires and may ignore effects of Fatigue and critical injuiries. It does not heal the subject, and missing limbs, bleeding, and deadly effects still occur. May burn a Fate Point to affect a number of allies up to twice his Fellowship bonus.]
    No Rest for the Faithful [May spend a fate point to grant the faithful and a number of allies up to his Fellowship Bonus the ability to ignore effects of critical injuries for the duration of the encounter, with the exception of those resulting in limb loss or death. However, should the critical damage result in limb loss or death, the player must spend a Fate Point or permanently reduce their total Fate Points by 1. This does not count as Burning a Fate Point. The Player is set to 0 Wounds and takes the Critical Damage Effect for -1, using the damage type and location of the attack that would have caused limb loss or death. Each subsequent use of this ability by a player in an encounter causes progressively greater injury. While the first Critical Damage effect is -1, the second is -2, and so on. The faithful, when activating this power, may Burn a Fate Point to allow those protected by this power to trigger its effects without Spending a Fate Point. Finally, once the encounter ends, anyone who benefited from No Rest for the Faithful must take 1d10 Fatigue.]

    Melee Weapons:
    *First of Drusus, Melee, Unwieldy (cannot parry), Sanctified (ignores Daemonic trait), 2x Strength, Best Craftsmanship (+10 on WS Tests to attack), 10kg
    When making extra attacks with this weapon, you take -10 to Dodge for each attack beyond the first until your next turn. Requires two hands to wield.
    Can be powered on or off with a Ready action.
    Powered: 2d10+5 E P8 Power Field, Shocking (damaged targets must test Toughness +10 for each point
    Ranged Weapons:
    *Heavy Flamer, 30m, S/-/-, 2d10+4E, AP4, Clip 10/10, Rld 2Full, Flame, 45kg
    *Autopistol, 30m, S/-/6, 1d10+2 I, AP0, Clip 12/18, Rld 1Full, 2.5kg
    *2 Frag Grenade(s), Thrown, SBx3, 2d10X, AP 0, Blast (4), .5kg

    *Chain Knife, 1d5+3R, AP4, Tearing, Mono-toothed, 2.5kg

    *Armageddon, 100m, S/2/6, 1d10+5 I, AP0, Clip 15/15, Rld 1, Full Reliable, 8.5 kg
    *Meltagun, 20m, S/-/-, 2d10+4E, AP12, Clip 1/5, Rld 2Full, 8kg
    *Exterminator Attachment with Fuel Extension, 15m, S, 1d10+4 E, AP2, Line/Blast 2, Clip 2/5, 8kg
    --Four full canisters; one canister at 2/5

    Class Items: Purity Seals
    Hymn of Righteous Zeal [RF chance on a 9 as well as a 10]
    Ode to Saint Ezekiel the Brave – [Constantius provides a +15 Bonus to Tests made to resist Fear or Psychic Powers to all allies who can either hear his voice or draw Line of Sight to him.]
    Tale of Saint Elliot the Moderate - [Reduce outgoing melee damage by 10, but gain a +20 on WS Tests]

    Type: Stormtrooper Carapace 17kg
    Head (1-10): 6
    Body (31-70): 6
    Right Arm (11-20): 6
    Left Arm (21-30): 6
    Right Leg (71-85): 6
    Left Leg (86-00): 6

    Total Weight Carried: 77.5kg/90kg

    Characteristics (10,050)
    Agility - 250
    Agility - 500
    Agility - 750
    Ballistic Skill - 100
    Fellowship - 100
    Fellowship - 250
    Fellowship - 500
    Intelligence - 250
    Intelligence - 500
    Intelligence - 750
    Perception - 250
    Strength - 250
    Strength - 500
    Strength - 750
    Toughness - 250
    Toughness - 500
    Toughness - 750
    Toughness - 1000
    Toughness - 1000
    Weapon Skill - 250
    Weapon Skill - 500
    Willpower - 100
    Willpower - 250
    Willpower - 500
    Willpower - 750
    Willpower - 1000

    Novice (600)
    Awareness - 100
    Inquiry - 100
    Sound Constitution - 100
    Sound Constitution - 100
    Sound Constitution - 100
    Common Lore (Ecclesiarchy) - 100

    Initiate (600)
    Sound Constitution - 100
    Sound Constitution - 100
    Deceive - 100
    Heightened Senses (Hearing) - 200
    Die Hard - 100

    Priest (1600)
    Dodge - 100
    Awareness +10 - 100
    Hatred (Criminals) - 100
    Sound Constitution - 100
    Forbidden Lore (Heresy) - 100
    Quick Draw - 200
    Common Lore (Imperial Creed) +10 - 100
    Scrutiny - 100
    Sprint - 200
    Heightened Senses (Sight) - 200
    Disarm - 100
    Tech Use - 200

    Preacher (900)
    Sound Constitution - 100
    Sound Constitution - 100
    Blademaster - 100
    Melee Weapon Training (Chain) - 100
    Unshakeable Faith - 100
    Basic Weapon Training (Flame) - 100
    Command - 100
    Common Lore (Imperial Creed) +20 - 100
    Master Orator - 100

    Cleric (2300)
    Crushing Blow - 200
    Swift Attack - 300
    Sound Constitution - 200
    Hatred (Psykers) - 100
    Forbidden Lore (Heresy) +10 - 100
    Forbidden Lore (Psykers) - 100
    Interrogation - 100
    Command +10 - 100
    Air of Authority - 100
    Iron Discipline - 100
    True Grit - 100
    Nerves of Steel - 100
    Heavy Weapon Training (Flame) - 200
    Medicae - 300
    Talented (Medicae) - 200

    Exorcist (1300)
    Dodge +10 - 100
    Cleanse and Purify - 100
    Sound Constitution - 200
    Interrogation +10 - 100
    Resistance (Psychic Powers) - 100
    Hatred (Daemons) - 100
    Orthoproxy - 100
    Forbidden Lore (Psykers) +10 - 100
    Forbidden Lore (Mutants) - 200
    Forbidden Lore (Daemonology) - 200

    Zealot (1400)
    Fearless - 100
    Sound Constitution - 200
    Strong Minded - 100
    Lightning Attack - 300
    Bulging Biceps - 300
    Forbidden Lore (Warp) - 200
    Forbidden Lore (Mutants) +10 - 200

    Redemptionist (1200)
    Sound Constitution - 300
    Litany of Hate - 100
    Awareness +20 - 100
    Forbidden Lore (Psykers) +20 - 100
    Forbidden Lore (Heresy) +20 - 100
    Forbidden Lore (Xenos) - 300
    Forbidden Lore (Inquisition) - 100
    Combat Master - 100

    Hierophant (Rank 9) (500)
    Soul of Stone - 500

    Hierophant (Rank 10) (500)
    Mental Aegis - 500

    Hierophant (Rank 11) (500)
    Transcendent Hate - 500

    Faith Talents (2250)
    Pure Faith - 250
    Wrath of the Righteous - 250
    Flames of Faith - 250
    The Unforgiving Blade - 250
    Holy Radiance - 250
    Holy Light - 250
    Divine Endurance - 250
    Respite - 250
    No Rest for the Faithful - 250
  • Signature
    Thought begets heresy. Heresy begets retribution.


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  • Last Activity: Apr 24 '16 10:39pm
  • Join Date: Aug 24 '09
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