Mabhor the witchling - Myth-Weavers

Notices


Mabhor the witchling

   
Mabhor, the witchling of Mirity









Characteristics
WS
25 base 12 (roll)
37
BS
25+4(roll)
29
S
25 base 8 (dice)
33
T
20 base 11(dice)
31
Ag
21 base 9(dice)
30
Int
25 base 8 (dice)
32
Per
30 base 11(dice)
41
WP
27 base 1roll) 5 (simple advance)
50
Fel
32 base 16(roll)
48
Other Characteristics
Infamy
19+1+1
21
Wounds 13/13
Insanity 0
Corruption 1

Trained Skills
  • Awerness (Per)
  • Psyniscience (Per)
  • Forbidden lore: Psykers (Int)
  • Decieve (Fel)
  • Parry (Ws)
  • Charm (Fel)
  • Command (fel)
  • Interrogation (Wp)
  • Scrutiny (Per)

Talents & Traits
Talents, Traits & Psychic Powers

Unbound
Psy rating (3)
+2 to initiative
The quick and the dead
Ignore non-warp fear
Jaded
Psyniscience as a free action and passively active
Warp Sense
Command skill affects 10x Fel bonus, minions have +10 loyalty
Air of Authority
Half-actions, 5m/Psy rating Constant push: +20wp, 10kg/Psy rating. Rapid push: +10 wp, opposed STR push 1 meter/Psy rating +1/DoS, Forcefull throw: +0wp, throw an item 5kg/psy rating for 1d10 I +1/5kg
Mind over Matter
-10 WP. Half action, sustained half action, 5m/Psy rating. Can substitute other characteristics for WP
Precision Telekenesis
+10wp, half action, 10m/psy rating
Force Bolt
+10wp, half action, sustained free action, 25m/psy rating. Target takes -10 to all tests, can end the power by taking a half action and passing a +10 intimidation check
Warp flies



Weapons
Name
Damage
Pen
Range
ROF
Clip
Special
Neural Whip1d10+403m Meele--
A target hit must take a +0 T test or be stunned for a numbers of turns equal to his DoF
Shocking
Cannot be parried
Flexible

Staff1d10+30Meele--
Dice never counts as higher then 7
Primitive(7)
+10 to parry tests
Balanced

Force Bolt1d10+2 +2/Psy Rating010m/Psy rating
Single hit regardless
Psychic bolt
-
on 4+ DoS thrown 1d5m and knocked down
Force




Other Equipment
a cracked and damaged aquila necklace, +10 to Psy-focus tests
Psy-focus
Dataslate filled with "arcane" lore
+20 to interrogation tests, good.
Good quality Torturers tools

Ap: 3. Arms, Body, Legs
Flak Cloak



XP Tracking






Miscellania








Dice Roll: 2d10z 2d10z 2d10z 2d10z 2d10z 2d10z 2d10z 2d10z 2d10z
d10 Results: 7, 9 (Total = 16)
d10 Results: 2, 6 (Total = 8)
d10 Results: 10, 1 (Total = 11)
d10 Results: 4, 7 (Total = 11)
d10 Results: 4, 4 (Total = 8)
d10 Results: 3, 6 (Total = 9)
d10 Results: 9, 9 (Total = 18)
d10 Results: 2, 2 (Total = 4)
d10 Results: 6, 6 (Total = 12)
Characteristics Rolls (16,8,11,11,8,9,18,4,12)

Dice Roll: 1d8+7
d8 Results: 6 (Total = 13)
Wounds"

Dice Roll: 1d5+20
d5 Results: 1 (Total = 21)
Infamy

Dice Roll: 1d5
d5 Results: 1
Corruption!

Rolling some dice

Right, that should be about that. Very sorry for taking so long but the twin horrors of life and work conspired to keep me busy.

Pretty sure I'm shooting myself in the foot by grabbing force bolt rather then Doombolt, but in case I'm not the only psyker/sorcerer I'd just hate the idea of both using the exact same basic combat power. Really would.
Other then that mr.Gm, person, if you like the idea of getting your claws deeper into a character I'd be more then happy to discuss terms regarding whatever deal the poor sod did to break out (If not a simple "you're playing for our team now" would suffice I think)

There's no bonus for finishing early, as long as you make it before the deadline.

Doom Bolt can be fluffed a lot of different ways, so don't sweat using the same power (mechanically) as anyone else.

And I'm going to wait to hammer out character background specifics until after I sort through all of the applications. I don't want to give people false hope; there are a lot of characters going for a smallish number of slots.








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