Burning Princess

By Replicant253, in Dark Heresy Gamemasters

Try as I might I cannot find a way to search the Dark Heresy forums. I can search the FFG forums in their entirety but that is proving of no use.

Therefore to the point. Has anyone made up stats for the Burning Princess from DoTDG? If so could you possibly post them so I could use them for a forthcoming adevnture I am designing?

Thanks in advance.

I've toyed with having her pass through a game myself, but not in direct opposition to the Acolytes since the Burning Princess is an Alpha level Psyker it would in fact be:

"look that must be the Burning Princess, lets get her!"

WHOOSH!!!

GM: everyones toast, write up new characters.."

My general idea though was an average girl stats (except WP) with maybe a Psy rating of 10 with all the Psy talents/skills plus an ability to cast 2 powers a turn plus reaction powers and the entire Pyromancy & Telekinetic Disiplines.

Well,

The Burning Princess is one of the coolest heretics in the game.

For stats, her Psy rating should be of the record (8+) and any psychic phenomena should apply less to her and more to her surroundings.
Some daemonic traits and mutations (invisible).

I would start her as a 15k+ Preceptor-Savant with the HellSpawn mutation, a master Pyro-Kinetic.

It is noted she is an Alpha Plus level Psyker so a Psy Rating of 10+ wouldn't be unreasonable.

She should be able to take out a small Grey Knight Drop force on her own!!!

Unnatural Willpower would be a good step towards depicting her. I'll take a shot at statting her out for fun.

I have an idea for an adventure using her, so I'll also summarize it briefly. The PC's Inquisitor gets wind of a plot by the Pilgrims of Hayte to capture the Princess in a Maiden of Pain. Obviously, an Alpha Level psyker controlled by such a device could doom whole worlds. To make things worse, he suspects that an Amalthian inquisitor (or his acoyltes) may be aiding the Pilgrims covertly. The PCs are sent to Malfi (or some other suitably corrupt and decayed world) to attempt to foil the heretics' plans. They are warned that the Princess is extremely dangerous and that any engagement with her in combat by the PCs will lead him to consider their mission a failure, assuming they survive at all. Befriending her may be an option, but acoyltes do so at their own peril, since she will certainly kill anyone she discovers to be an Inquisitorial agent, andis ultimately a dangerous heretic herself and destined for execution by a Grey Knights or Sisters of Battle squad if such a thing can be arranged.

The Burning Princess:

WS: 43

BS: 33

Str: 23 (2)

T: 29 (2)

Ag: 47 (4)

Int: 32 (6)

Per: 45 (8)

WP: 67 (18)

Fel: 35 (3)

Movement: 4/8/12/24

Wounds: 21

Corruption: 22

Insanity: 35

Skills: Awareness (Per) +20*, Barter (Fel), Carouse (T), Charm (Fel), Ciphers (Int) (Occult +10, Underworld +20), Common Lore (Int) (as needed), Concealment (Ag), Decieve (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Int) (Psykers +10, Warp +10, Daemonology, Heresy, Inquisition, Cults +10), Invocation (WP) +20*, Literacy (Int), Logic (Int) +10, Psyniscience (Per) +20*, Scruitiny (Per) +10, Secret Tongue (Int ) (Gutter), Speak Language (Int) (as needed), Survival (Int), Tech-Use (Int)

*Plus Talented bonus for a total of +30

*With Heightened Senses bonuses, the Princess' total Awareness score is 115 against general phenomena, increased to 135 when using Preternatural Awareness. Her warp-enhanced Unnatural Senses have a total range of 1km, although this only provides a vauge precognitive impression of events outside the range of her normal senses.

Talents: Basic Weapon Training (SP, Las, Flame, Melta, Plasma), Battle Rage, Combat Master, Corpus Conversion, Dark Soul, Die Hard, Discipline Focus (Pyromancy, Telepathy, Telekinetics), Favoured by the Warp, Foresight, Frenzy, Good Reputation (Mutants), Hatred (Daemons, Inquisition), Heightened Senses (All), Jaded, Leap Up, Light Sleeper, Lightning Reflexes, Master Sorceror (Effective Psy Rating 8)*, Meditation, Melee Weapon Training (Primitive, Power, Chain, Shock), Mental Fortress, Mental Rage, Nerves of Steel, Paranoia, Peer (Underworld, The Insane, Void Born, Outcasts, Mutants), Pistol Training (SP, Las, Flame, Melta, Plasma), Power Well (x3), Psychic Spite, Psychic Supremacy (Pyromancy, Telekinetics), Psy Rating 6 (effective Rating 8), Quick Draw, Rapid Reaction, Resistance (Psychic Powers, Fear, Heat, Cold), Strong Minded, Talented (Psyniscience, Invocation), Touched by the Fates (9 Fate Points), Step Aside.

*In this case, this talent does not reflect a pact with the Ruinous Powers or other warp entities, but rather the Princess' unsanctioned and highly unstable psychic might. The Princess does not know or learn Arcana powers, nor does she acquire powers as Arcana.

Note: The Princess has two modes of attack and defence, strategically speaking: using her high dodge rating and ranged offensive and defensive Powers, or activating Frenzy in conjunction with Flesh Like Iron and other melee boosting powers and attacking with her Force Weapon, Hammerhand, and/or Molten Man. Which strategy to pursue is left up to the GM.

Traits: From Beyond, Soul Bound*, Hoverer (4), Unnatural Willpower (x3), Unnatural Perception (x2), Unnatural Intelligence (x2), Unnatural Senses (Vauge Precognitive impressions) (1 km).

*Such is the sheer power of a Alpha+ Psyker that they count as Soul Bound due to the sheer force of their own influence over the Warp.

Armor: Hexegramic Wards (Burnt into her own flesh) (4 all).

Weapons: Seized Nemesis Force Staff (Counts as Best-Quality) (1d10+11* I; Pen. 8*; Balanced, Special, Pentagrammically Warded, +10 to WS, Counts as Psy-Focus), Kronos Plasma Pistol.

*Includes Strength Bonus and Psy Rating

Fate Points: 9

Minor Powers: All (including powers from DotDGs, although not Arcana Powers)

Major Powers: All Pyromancy, Telepathy, and Telekinesis Powers (including those from DotDGs), Regeneration, Seal Wounds, Toxic Syphon, Hammerhand, Blood Boil, Cellular Control, Flesh Like Iron, Divine Shot, Preternatural Awareness, Precognitive Strike, Soul Sight.

Note:

Including her Power Well bonus, The Princess rolls up to 8d10+21 to manifest Powers. She has mastery and Discipline Focus in Pyromancy, Telepathy, and Telekinesis, effectively increasing this to 8d10+28 for powers in these disciplines. Of these, she has Psychic Supremecy over Pyromancy and Telekinesis, allowing her to ignore the first 9 rolled when manifesting powers in these disciplines when using 4d10 or less for her manifestation roll and imposing a -10 penalty on rolls to detect the use of these powers. When she does provoke Psychic Phenomena, she adds +20 to her rolls (Master Sorcerer), but also rolls an additional d10 and discards any of the dice to create the most favourable result (Soul Bound) and makes two total rolls to determine the final result (Favoured by the Warp).

All done with currently-existing rules.

The Issue with giving her Soul Sight and Telepathy is that it's going to be very hard for her not to find out that the party are inquisitorial agents. Also how are the Pilgrims of Hayte going to stand a chance in hell of capturing her if she's this powerful? These obstacles arent' insurmountable, but they will require some careful thinking. Assigning an untouchable to both the party and the pilgrims might be a solution and add tension, particularly if she gets wind of this and hires a sniper...

Just keep in mind 2 things.

1)A psyker like that might not consider the PCs worth acting against unless they get in her way.

2)She can't pay attention to everything she can sense all the time.

Soul Sight doesn't provide any information on the allegiances or thoughts of a person, just their personality, emotions, connections to the warp, and so forth. Mind Scan also isn't likely to pick anything damning up without at least 4 rounds of contact, which is only likely to come up if she's already suspicious. Her high Scruitiny score and Unnatural Perception is actually a much larger concern, since it would be hard to consistently get lies past her.

It does help that the PCs would honestly be acting in her best interests, at least in the short term, and might be able to actually sympathize with her, if the GM wants to play her that way. Also, the Living Nightmare background and the Shadow Agent alternate careers would be godsends if they took that route.

The Pilgrims are a rather powerful cult and likely have the resources they need to have a shot at their goals, but they'd definitely be taking a huge risk interacting with the Princess. The whole scenario is a powder-keg, which can be a lot of fun if your group is suited to it.

Well,

Like the basic concept but still think her ps-rating should be 10+ and her toughness to low so she could be killed to easily, even with the fate points.
She should be force that would plow through a small imperial army and not even get scratched, so raise her TB above 3 and add Daemonic Aura.

Darkshroud said:

I've toyed with having her pass through a game myself, but not in direct opposition to the Acolytes since the Burning Princess is an Alpha level Psyker it would in fact be:

"look that must be the Burning Princess, lets get her!"

WHOOSH!!!

GM: everyones toast, write up new characters.."

What about this scenario:

"Oh those pesky Inquisitorial dogs are after me, im gonna fry 'em all!"

*shady, UNTOUCHABLE agent jumps down behind her and she turns around*

"Hey *****!" *SMACK!*

The moral of this story is: Even Alpha level Psykers have their weaknesses. Untouchables being one of them. demonio.gif

Santiago said:

Well,

Like the basic concept but still think her ps-rating should be 10+ and her toughness to low so she could be killed to easily, even with the fate points.
She should be force that would plow through a small imperial army and not even get scratched, so raise her TB above 3 and add Daemonic Aura.

Bumping her TB is fine, but keep in mind that she has Flesh Like Iron. With her WP, it will easily get enough overbleed to bump her TB to 6. One more base Toughness Bonus will make that power max out at 9 instead, two more at 12. If raging, she also gets another 10 Toughness. She should also have a massive armor bonus from Telekinetic Shield if needed. If she is really going for the sustained power defenses, Molten Man gives her another 3 TB and all sorts of immunities and so forth.

They need to make a miniature of the Burning Princess.

Thanks for all the replies, especially Hodgepodge.

I (think) have a great idea for an adventure and I wanted the Burning Princess as my principal antagonist. However, I don't think I quite grasped how uber she is.

I'm sticking with the idea but changing the principal villain. To face the Burning Princess will obviously require the Ascension sourcebook. :)

Varnias Tybalt said:

What about this scenario:

"Oh those pesky Inquisitorial dogs are after me, im gonna fry 'em all!"

*shady, UNTOUCHABLE agent jumps down behind her and she turns around*

"Hey *****!" *SMACK!*

Rick James, agent of the Inquisition! partido_risa.gif