World- Hive World Desoleum
Area- Gangs of Desoleum, The Underhive
Background- Outcast
Role- Seeker
Divination- If a job is worth doing, it is worth dying for.


44 Weapon Skill
24 Ballistic Skill
27 Strength
32 Toughness
35 Agility
40 Intelligence
40 Perception
32 Willpower
40 Fellowship
37 Influence

Skills Known

Awareness (Per)
Lore All Known and Scholastic (Int)
Deceive (Fel)
Dodge (Ag)
Inquiry (Fel)
Interrogation (WP)
Intimidate (S)
Parry (WS)
Scrutiny (Per)
Security (Int)
Slight Of Hand (Ag)
Stealth (Ag)

Talents and Traits

Teeming Masses in Metal Mountains:
A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests.

The Sacredness of Oaths:
Desoleum’s main hive exists in a tangled system of involute oaths, and for its denizens this has become an ingrained part of their mentality. If he gives his oathbond word, a character from this world gains a +10 bonus to Willpower-based tests involved in fulfilling that oath. If he ever goes back on his oathgiven word, however, he gains 1d5 Insanity Points.

Infused Knowledge:
The Acolyte has been imbued with a great breadth of lore, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and learning. He counts as having all Common Lore and Scholastic Lore skills at rank 1 (Known)—basically, he knows something about everything. If he wishes to later improve his Lore skills, these advances must be bought using experience points (from rank 1) as normal. He also adds one degree of success to any successful Common or Scholastic Lore tests, due to his ingrained training.

Swift Attack
Type: Half Action
Subtypes: Attack, Melee
The attacker makes a Challenging (+0) Weapon Skill test. If
he succeeds on the test, he inflicts one hit on his target with his
melee weapon for the initial degree of success, plus one hit for
every two additional degree of success. The number of hits scored
cannot exceed the attacker’s Weapon Skill bonus. Extra hits can
either be allocated to the original target or any other targets the
character is in melee with, provided none of the new targets would
have been harder to hit than the original target.

Weapon Training (Chain and Las)

Never Quit:
An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue.

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.

Nothing Escapes My Sight:
In addition to the normal uses of Fate points (see page 293), a Seeker character may spend
a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus.

Counter Attack
The Acolyte’s lightning ripostes are things of deadly beauty; swift
and invisible as the wind. Once per turn, after successfully Parrying
an opponent’s attack, this character may immediately make a
Standard Attack action as a Free Action against that opponent
using the weapon with which he Parried. The character suffers a
–20 penalty on the Weapon Skill test for this attack.


Flak Vest
2 Doses Of Obscura/Slaught
A character- +30 Stealth, 20 minutes of continuous use before needing to be recharged, a process that takes about one hour. 5 meter rang no sound.
Imperial Gaurd Flak Armor goof quality +5 all armor 60 max Ag.
Multi Key +30 Security
Preysense Goggles good quality +20 perception in the dark


Damage: 1d10+2 R Pen 2
Special: Balanced (+10 on Perry), Tearing (roll 2 d10 and keep the highest)

Las Pistol
Range: 30 m
Clip: 30 RLD: Half
Damage: 1d10+2 E Pen 0
Special: Reliable (Jam only one 100)


Key Words:

Balanced weapons grant a +10 bonus to Weapon Skill tests made to Parry. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once.

These weapons roll one extra die for damage, and the lowest result is discarded.

Reliable weapons only jam on an unmodified result of 100. Reliable weapons with the Spray quality, or which do not make hit rolls, never jam.


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