[X] Tutor. Those of ambition seek both advancement and reminders of victories already won, and among the greatest accolades of the latter is a noble's education. You taught your charges of politics and lore and the shape of the cosmos, and tried not to despair at the uses to which they inevitably put it. (++Mental, +Social)
[X] Duelist. Malfi is a world obsessed with appearance and the art of vendetta, and often such performances turn violent. You were a champion-for-hire, a blade and gun available for coin or favour, at once a respectable professional and a thuggish pawn in another's games. (++Combat, +Social)
[X] Biomancy. Channelling the energy of the warp through the physical form allows you to manipulate flesh and bone with a thought, bolstering your capabilities and draining those of your foe.
[X] Divination. Peering beyond the veil of reality, you may glean fragments of the truth about the future, the fate of you and others, or some distant point in space. With care and practice, you might even begin to manipulate them.
[X] Telepathy. The subtle realm of the mind is yours to command, the mere possibility of your perception and manipulation of both thought and emotion enough to make you feared, regardless of your deeds.
[X] Telekinesis. By enforcing the superiority of mind over matter you may exert and manipulate physical force and energy. Magnitude is often less challenging than precision, but in extremis even gravity might be bent to serve your will.
[X] Veritor. Despite its sinister reputation, Malfi remains a civilised world, and with civilisation comes law and those who enforce it. Yours was a softer and more restrained hand than some, your victories won through guile and reason and only ever as prizes granted by the culprit's peers. (++Social, +Mental)
[X] Veritor. Despite its sinister reputation, Malfi remains a civilised world, and with civilisation comes law and those who enforce it. Yours was a softer and more restrained hand than some, your victories won through guile and reason and only ever as prizes granted by the culprit's peers.
[X] Necromancy. The dead leave echoes in the Immaterium, a smear of psychic grease on the kitchen counter of the gods. Your talent grants you privileged access to such mortal detritrus. You can hear the last moments of a stray bloodstain, crack the secrets from a dead man's lips, and bear a lingering soul like a horse bears a rider.