General:Name: Warmund Maurer
Gender: Male
Age: 27
Appearance:Warmund stands at exactly 6 feet tall and weighs 76 kilograms. He has a dark tanned complexion, piercing grey eyes and hair as dark as the oil his hands used to be submerged in. Across his browned flesh there is a large radiation burn that runs from the tip of his right eye, down past his nose and mouth, curving around his chin and finally stopping at the bottom of his collarbone where his pectoral starts.
Homeworld: (Counsol Valdux) Forge World
Homeworld Superstition: Castigate the Flesh - The flesh must always be reminded of it's inherent weakness; inflicting minor pain and tortures upon oneself brings strength to the machine spirits nearby.
Homeworld Memento: Two halves of an Ork skull, from the center of the crown almost surgically cut through the jaw, worn on the both shoulders. This is the skull of Warmunds first kill under the Temples command.
Class: Vindicare Assassin
Background: Warmund spent the first repetitive years of his life in the City of Feltham on the Forge World of Counsol Valdux, where he toiled over Adeptus Mechanicus machines and helped Humanity in this little way every day. On the year of his nineteenth Birthday his father was reported dead during his service in the Imperial Guard, no details were released other than it was during an Ork raid.
Warmund fell into a depressive state, externally emotionless but internally he was in turmoil, he was now the only Maurer left. Silent at work and more so at home, it was a rare occurrence for eye contact to ever be made, never mind a conversation be held or even replied to. For the following three years, alone among cold steel and burning fumes, an immense anger began to swell within him slowly. Warmund began to visit the darker corners of Feltham, mingling among the criminals and the like, gaining a petty experience in weaponry as well as other slightly alien activities to him. His life no longer meant as much to him as it once did, his real thirst was for blood, but more importantly - revenge.
When an Ork presence was reported beneath Feltham and the planetary forces moved in to engage, Warmund hid among their men and fought along side them from afar - a basic hunting rifle in hand between the pipes and ruins below.
When the battle was over he had seen many fall, Ork and Man alike, but no greenskins fell to his rifle thus far. As the men before him killed survivors and shifted the dead, burning the Ork corpes where they lay, a lone choppa wielding brute ran full speed toward a Captain whose gun was holstered and back open to attack. With a single shot the Ork fell limply to the ground and skidded violently to the Captains heels.
Between that second of adrenaline and the years of training and service that followed to the present day, Warmund joined the Imperial Guard, spotted and recruited by the Vindicare Temples Assassins and is now undergoing an internal mission of training - fighting for the Imperium to hone his skills in the field of battle under and inquisitors command.
Stats:Experience: 0/100
Level/Rank: 1
Wounds: 12
Armour: 6
Corruption Points: 0
Insanity Points: 0
Characteristics:Weapon Skill: 31
Ballistic Skill: 36
Strength: 33
Toughness: 43
Agility: 33
Intelligence: 45
Perception: 26
Willpower: 32
Fellowship: 32
Influence: 19
Divination: “In the darkness, follow the light of Terra.” Increase Willpower by +3.
Class Bonus:- Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage.
Homeworld Bonus:- Omnissiah's Chosen: Operator talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)
Talents:- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
- Linguistics (Low Gothic)
Equipment: Sniper Rifle - 200m - 1d10+4 damage - Penetrates 3 armour - Scarce
Sword - Melee - 1D10 damage - Common
Armoured Body Glove - 2 armour - No restriction to Agility - Rare
Micro bead
Magnoculars