Preacher Meltemiel
Personal data
Name | Meltemiel |
---|---|
Spezies | human |
Fraktion | Imperium |
Archetyp | Ministorum priest |
Keywords | Imperium, Adeptus Ministorum, Adeptus Militarum |
Game Stats
Attribute | value | Combat Traits | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Strength | 1 | |||||||||
Thoughness | 4 | Resilience | 9* | Wounds | 8 | Determination | 4 | |||
Agility | 1 | |||||||||
Initiative | 4 | Defence | 3 | |||||||
Willpower | 4 | Shock | 6 | Conviction | 4 | Resolve | 3 | |||
Intellect | 2 | passive Awareness | 0 | |||||||
Fellowship | 4 | Influence | 6 | |||||||
Speed | 6 | |||||||||
Wealth | 2 | |||||||||
XP | 25 |
skill | natural | total |
---|---|---|
Athletics | 2 | 3 |
Awareness | 0 | 2 |
Ballistic | 0 | 1 |
Cunning | 0 | 4 |
Deception | 0 | 4 |
Insight | 1 | 5 |
Intimidation | 1 | 5 |
Investigation | 0 | 2 |
Leadership | 0 | 4 |
Medicae | 0 | 0 |
Persuasion | 3 | 7 |
Pilot | 0 | 0 |
Psychic Mastery | 0 | 0 |
Scholar | 1 | 3 |
Stealth | 0 | 1 |
Survival | 0 | 4 |
Tech | 0 | 0 |
Weapon | 3 | 7 |
Talents & Ascension
- Fiery Invective, p. 92
You can preach the word of the Imperial Creed as a Free Action once per combat. You and all allies with the IMPERIUM Keyword heal 1d3+Rank Shock.
- Death or Glory, p. 131
Effect: Even when terrified, you can summon the courage to mount a ferocious attack. Whenever you are required to make a Fear Test, you may choose to instantly Charge the source of Fear, if you are able to, and make a single melee attack. Make the Fear Test after this attack resolves if the target is still alive. If you are in combat after the Fear Test resolves, you sacrifice your first Turn.
- Furious Charge, p. 134
Effect: You have practised closing distance to a foe with speed; swinging your weapon whilst running has become second nature. You gain +Rank to any melee attack you make as part of a Charge (p.188).
- Gallows Humour, p. 134
Effect: You find humour in the darkest of places, and can use it to bolster the resolve of your allies. You can take a Simple Action to make a grim joke whenever you are Wounded or are suffering from a Condition, as long as you are still able to speak. Make a DN 2 Fellowship Attribute Test. If you succeed, you and any allies that can hear you recover Shock eqaul to your Rank plus the number of Icons rolled.
- Inspired Blessing, p. 143
You gain +1 Faith. You may make an inspirational statement or prayer as a Combat Action. When you do so, spend 1 Faith to restore 1d3 + Double Rank Shock to you and all allies with the IMPERIUM keyword within 15 + Double Rank metres.
- Demanding Patron, p. 151
Story Element: You now report to a demanding patron between every adventure. Immediately gain +2 Influence
Wargear
- Common clothes
- Ministorum Robes
- Chainsword
- Rosarius
- Missionary Kit
- Data-Slate
- Ration Packs
- Uplifting Primer
link to keywords in FAQ via
[[FAQ#keyword|Text]] "keyword" is the exact name as in the book with all lower case and spaces replaced with _ Text is whatever example: [[FAQ#pinned_attack|Link to pinned attack]]
Background
Age: 24
Eyes: umbra
Skin: coffee
Hair: (shaved)
Height: 1,55 m / 5'1"
Feature: constantly humming hymns
Memorable injury: Battle scar; left along the calotte
Trinket: A clockwork replica of an attack bike that sparks and runs in circles when wound.
Origin: Tithed: As a child you were given unto the Ecclesiarchy’s charge as part of a family tradition. You have spent your cloistered life in devout study of the Imperial Cult.
Accomplishment: Breaker of Heretics: You personally destroyed a heretical movement. The sight of such blasphemy was enough to twist your stomach, but your righteous anger served you well. - Influence + 1
Goal: Pilgrimage: You feel driven to undertake a pilgrimage, one that will surely test your faith to become one of the blessed.
1. Where Are You From?
Raised in an orphanage on Dimmamar and brought up to believe in the Emperor from an early age.
2. How Were You Raised?
Accompanied a priest on military campaigns as an altar boy.
3. How Did You Join Your Faction?
When he was old enough to decide for himself, his greatest pride was to be accepted into the ranks of the College of Priests.
4. Who Are Your Friends?
Gezrael, the priest who took me under his wing
Jestilla, an officer that I quickly learnt to respect
5. What Are Your Most Significant Memories?
How I was awarded my position.
How I survived an orc attack on the front line.
The first sight of the new world we came to.
6. What Is Your Greatest Desire?
To be able to act specifically on the front line, preferably in the ranks of the crusaders. To be so influential that I can neutralise heretics in our own ranks.
7. What Is Your Greatest Fear?
Fighting against our own people; we must stand united against the onslaught of chaos'
8. What Do You Believe In?
I am a true believer in the imperial creed
9. To Whom, Or What, Are You Loyal?
I am loyal to my faith, my superiors and the Emperor. My life for mankind.
10. Why Are You In The Gilead System?
I came here as part of a fleet, travelling through the system in search of wisdom and experience.
11. What Is Your Internal Conflict?
That he places his faith and doctrine above people, despite or because there have always been people in the hierarchy of the church who have used it for their own purposes...
12: How Is Your Character Different From You?
Placing his faith and doctrine above people, killing for it and boasting about it
Planned Talents:
- In his Name, p. 143
You gain +1 Faith. Whenever you target a character with the IMPERIUM Keyword with a Persuasion or Leadership Test, you can spend 1 Faith to add +Double Rank bonus dice to your pool.
- Repent!, p. 144
You gain +1 Faith. You can attempt to force another adherent of the Imperial Cult to repent using the force of your will. Spend 1 Faith and make an opposed Intimidation (Wil) Test against your target with +Rank bonus dice. If you are in combat, this takes a Combat Action. If you succeed on the Test and the target has the IMPERIUM Keyword, they kneel and repent for Double Rank x 10 seconds.
- Duty Until Death, p. 133
Whenever you suffer more Wounds than your Max Wounds, you can use this Talent. You may take your next Turn normally; you begin Dying at the end of that Turn. You may choose to take your next Turn immediately after activating this Talent, potentially interrupting an enemy’s Turn. If you roll a Complication on any Test, you take a Traumatic Wound.
- Flagellant, p. 134
At the start of each day, you must spend 20 minutes (Terran standard) in prayer, and inflict Wounds to yourself equal to your Tier through self-flagellation. You may not roll Determination against these Wounds or allow them to be healed by any method other than through a Respite. As long as you are wounded in this way, you gain +Rank bonus dice to your Determination and Conviction rolls and may choose to become Frenzied (p.199) as a Combat Action. If you also have the Frenzy Talent, you may become Frenzied as a Simple Action. If you fail to flagellate yourself, you are overcome with shame and take a +2 DN penalty to all Tests until you flagellate again.
- Tenacious, p.140
You recover 1 Shock for every Exalted Icon you roll when you roll Determination (p.196).
- Counter Attack, p. 131
You can use this Talent whenever an enemy targets you with a melee attack. After the enemy has completed their attack, you may make a single melee attack against that enemy. This is treated as your Reflexive Action, but you may Counter Attack up to Rank times per Round. You may not apply any other Talents, Abilities, or combat options to a Counter Attack. If you Counter Attack, you cannot take any Move Actions on your next turn.