As soon as a Sensei gains 6 Rewards, roll on the below
    table to see if he is rewarded by the Star Child and achieves the final blessing of
    'Master'. A Sensei character will continue to roll on the below chart each time he gains a
    Reward which takes his total of Rewards over 6 (if he fails to become a Sensei Master).
1-3: The Star Child judges that the character still has some work to do on the material world before he can finally join him in the warp. 
4: The Star Child has been impressed by the character and his achievements, thus far. The next time the character receives a Reward roll on this table again but with a +1 bonus. If this result is determined again then the next time the character gains a Reward add +2 to the Verdict roll. This is cumulative with the below result. 
5: The Star Child has been greatly impressed by the character. The next time the character receives a Reward roll on this table again but with a +2 bonus. If this result is determined again then the next time the character gains a Reward add +3 to the Verdict roll. This is cumulative with the above result. 
6: The character vanishes from the material world and becomes one with the Star Child as a Sensei Master. 
SENSEI IN THE ROLEPLAY ENVIRONMENT
The best term to describe PC Sensei is ultra-advanced.
    Mortal characters, the normal Humans and Squats for example, can only hope to become very
    advanced, but Sensei are very special people. You could say that a new Sensei character
    'leap frogs' the normal roleplay ideals by actually starting as a very advanced character.
    With this in mind the GM should only ever allow one Sensei in any adventuring party; it's
    fine to begin with but once they receive a few Star Child rewards they will become too
    powerful. However! The sheer beauty of GURPS is that even the most powerful of
    characters can be killed with one shot of a sling stone. So before you start thinking a Sensei Player Character it too ungodly just remember that combat in GURPS is quite deadly.Roleplaying a Sensei
A Sensei PC will always be concerned for his fellow
    adventurers' welfare. There are some adventuring parties that don't give a shit about one
    another, but a Sensei PC has no choice but to be concerned. If he sees one of his friends
    dying on the floor, in full view of some horrific creature, then the Sensei would go and
    rescue him. Player characters must take a Sense of Duty To Champions as a Personal Disadvantage. 
Also, Sensei tend to be on the whole emotionless. They do
    not feel much anger or hatred, though they will display their displeasure to someone who
    is really annoying them. Sensei are not unlike superheroes or the Jedi Knights of
    Star Wars in that there is always a mission to accomplish. They always seek to improve
    themselves and they must use their abilities for the benefit of others.The Leader of the Group
A Sensei will always be the leader of any adventuring group
    no matter what; the other adventurers are his brave and faithful followers. However, as
    this is usually the case it might not fit in with your campaign. With this in mind the
    Sensei might not know of his nature, that he is a Sensei, and might follow other
    characters. But after a short time the exceptional qualities of the Sensei will begin to
    shine and his natural charisma will begin to work on his comrades.
Imperial Players
    
A Sensei will never associate himself with determined
    Imperial characters as such characters will more than likely report him to the local
    Imperial authorities, and before they can say 'eat this!' the Inquisition will be on to
    him. The natural charisma of a Sensei is effective against any mortal even if he is a part
    of the Imperium but those with trained and superior minds (for mortals), such as
    Commissars, Inquisitors, and Space Marines to name a few, will not succumb, or at least
    not succumb easily. This means that it would be possible for a Sensei PC to be in a group
    with one or two Imperials but it would be an unusual situation indeed for this to happen.
    The most obvious would be for the Sensei to be captured and one or two Imperial PCs act as
    jailer and yet after a while the Sensei's aura breaks them down to allow him to escape -
    but would the Imperials join him? 
    STAR CHILD REWARDS TABLE
    
The 'Champions of Good' are not without their Champions of
    Chaos equivalent. Sensei can gain rewards in exactly the same way as Champions of Chaos.
    As all Star Child Rewards are beneficial they are all classed as gifts or blessings; the
    Star Child does not bestow some ghastly mutation upon its servants as the Powers of Chaos
    do.
If a Sensei gains the same reward for a second or
    subsequent time then he may, GM permitting, pass it on to one of his followers. This
    represents the Sensei's loyal followers becoming more and more like their leader as the
    power of the Star Child is rubbed off on to them. Any reward passed on still counts
    towards a Sensei's Judgement (see above) even though one of his followers has benefited
    from it. The GM should be careful when allowing a player Sensei to bestow a reward to one
    of his followers. A Sensei will not grant a blessing of this calibre every single time he
    gains a multiple reward. It is up to the GM, entirely.
    GAINING REWARDS
    
 Gaining a reward from the Star Child should be harder than
    gaining a Fate point. Star Child rewards should be seen as blessings and not a way of
    receiving some additional abilities. They are godly blessings not 'skills' and should be
    treated as such.
01-10: PROTECTOR 
The Sensei acts as a focal point for the protective powers
    of the Star Child. Any characters friendly to the Sensei will benefit from this reward as
    long as they are within 3 yards of the Sensei. This reward grants an extra PD +3 to any armour type. Protector is never added to a magicial protection spell effect protection value. If a character wears no armour then he recieves a basic PD+3, DR+4
    armour protection.
    In addition to this protection, characters within 3 yards
    of the Sensei receive an extra +3 to Will Roll tests when facing psychic attacks. The
    Sensei character himself benefits from the powers of Protector.
11-15: DAEMON SLAYER 
The Sensei is able to channel raw warp energy into his
    hand-to-hand combat hits whenever he is faced by a daemonic opponent. Any hand-to-hand
    attack against a daemon automatically penetrates its daemonic aura protection. This means
    that all a Sensei needs to do is to successfully hit a daemon and work out the damage on
    the appropriate Damage Chart. The Daemons DR is totally ignored!
16-30: SWORD MASTER 
The Sensei's martial prowess is enhanced. This allows the
    Sensei a free parry per round without the need to expend an attack to do so. Subsequent 
    Sword Master rewards adds an extra +5 to the chance of parrying a blow. Additionally this
    allows the Sensei to use any sword type combat weapon, from a two-handed sword to a
    short sword at his best sword skill and he can use two weapons in either hand without penalty.
31-40: MARKSMAN 
The Sensei can keep his hands perfectly still and when
    aiming can completely shut out all other distractions. To represent this the Sensei Marksman is able to firing at a moving target, at a small target, and/or while moving and firing in the same action. The normal penalties are now ignored. 
41-50: ENDURANCE 
The Sensei is able to endure terrible injuries and still
    fight on either through stubbornness or sheer physical power. This enables the Sensei to sustained a wound in which it states that it incapacitates or cripples the character, the
    Sensei can continue to fight on, unless of course the wound kills him or prevents him from
    performing an action due to broken bones. Endurance merely means that the Sensei can
    ignore terrible pain. The GM will have to rule when this gift comes into action.
51-55: ATHLETIC
The Sensei's body becomes increasingly perfect as the mind
    becomes in tune with that of the Star Child. The Sensei's Movement characteristic is
    increased by 1. Additionally, the character adds another D6 yards to any leap roll.
    Subsequent Athletic rewards adds an additional D6 yards to any leap 
    The Sensei is also able to contort his body into various
    horrific positions just like a contortionist (gain the Contortionist skill) and
    can also climb sheer surfaces with breathtaking ease (gain Scale Sheer Surface
    skill)
56-60: RESCUER
The Sensei becomes very concerned for his comrades' safety
    and consequently always tries to help them in their direst need. Any one character within
    3 yards of the Sensei may be saved, either by a warning shout, or distracting an opponent
    in hand-to-hand combat, or even by a telepathic message. The Sensei can do this even if he
    is shooting or in combat.
Only one character within 3 yards of the Sensei may be
    saved. If that character suffers dies as a result
    of a critical hit, then the Sensei may attempt to save him or her. To rescue a character the Sensei must roll under half of his DEX (rounding fractions down). To rescue a character
    the Sensei must roll under of his Initiative (rounding fractions
    down). If this is successful then the character is saved from certain death from the
    Sensei's brave and heroic effort.
If the Sensei fails by 1-4 points then the character
    is saved but the Sensei himself is distracted and may not move, shoot, or attack in
    hand-to-hand combat for the present and next round. He may defend himself as normal in
    hand-to-hand combat and use any Star Child Rewards at his disposal.
    If the Sensei fails by 5 to 9 points then the character
    is saved but the Sensei himself is hit by the full force of the blow or shot that would
    have struck his comrade. The Sensei's DR value is halved for the purpose
    of this attack making it easier for the enemy to injure him (including any Magicial or Force Fields).
    Additionally the Sensei may not move, shoot, or attack in hand-to-hand combat for the
    present and next rounds. He may defend himself as normal in hand-to-hand combat and use
    any Star Child Rewards at his disposal.
If the Sensei fails by 10+ points then not only is the
    character not saved. This leaves the Sensei stricken by his failure and as a result he may
    not move, shoot, or attack in hand-to-hand combat for the present and next d6 round. He may only 
    defend himself as normal in hand-to-hand combat and use any Star Child Rewards at his
    disposal.
A Sensei who has second and subsequent Rescuer rewards will
    always attempt multiple rescues, so if he has 3 Rescuer rewards he will attempt 3 rescues.
    61-70: NEVER KILLS
The Sensei can never intentionally take a life. When the
    Sensei shoots he never shoots to kill. Should the Sensei inflict damage that would cause a critical hit
    then any critical hits that cause death are ignored. However, although the Sensei never
    kills he may slaughter creatures that are not alive, such as Daemons or undead.
71-75: STRENGTH
The Sensei is able to draw upon the energy of the Star
    Child to give him great strength. When the Sensei is called upon to make a Strength test he
    adds an extra 3D6 points to his Strength for the purposes of the test only.
In hand-to-hand combat the Sensei gains an extra 3D6 damage
    per hit.
    
76-80: MASTER OF DISGUISE
The Sensei is gifted with the ability of being able to
    assume the form of any human-sized creature. This transformation, however, is only in the
    eye of the beholder as the Sensei does not actually transform; it is nothing but an
    illusion.
Anyone looking upon a Sensei in disguise must make an  
IQ-4 
     in order to see through it. A Sensei who is gifted with several Master of Disguise
    rewards becomes much better at disguising himself. For each second and subsequent Master
    of Disguise reward, the Int test to see through it is made with a penalty
    of IQ -8, e.g. having 3 of these rewards will grant a IQ -12 penalty to beholder.
    
81-88: HEALER
The Sensei has a remarkable healing hand capable of
    restoring an injured character, to something approaching full health, as the power of the
    Star Child flows through his body. The Sensei can heal a character of all but 1 in 6 possible points of Wounds, even if
    it is a serious injury. For example if a Sensei were using his HEALER ability to heal a character that had taken 31 points of damage, the Sensei could heal no more than 25 points of damage. However, bloodloss can only be stopped if the Sensei passes a Will -4 
    test. This ability has many
    uses, such as halting diseases, not curing them note, so the GM should rule when this
    ability can be put into action.
    
89-94: REDEEMER 
The Sensei is able to 'cure' Chaos mutations simply by
    holding the individual's hand or by a word of command. The power of the Star Child
    channels from the Sensei and into the individual, freeing the spirit and cleansing the
    soul of Chaos. A Sensei can attempt to free any individual bearing mutations. 
In order for an individual to be cleansed he must pass a WP
    test. Success results in the individual embracing the glory of the Star Child and freeing
    all Chaos from his soul. All mutations disappear
If the Sensei wishes to cure a Champion of Chaos then the
    Champion of Chaos must be incapacitated, for his allegiance to the Powers of Chaos is
    strong, even for the Sensei. A Champion of Chaos will behold the Sensei and even he will
    be in awe of his victorious foe. 
If the Champion of Chaos fails a Contest of Wills with the Sensei then he renounces Chaos and all mutations disappear. If the Champion of Chaos is
    successful then he defies the Star Child with obscene gestures and remarks. Additionally, the Will Power for the Champion of Chaos is raised to 20 for any additional "REDEEMER attacks" vs this or any other Sensei for the purpose of future WILL Contest.
Any individuals who have been cured of mutations now have a
    "Good" alignment.
95-99: EXORCIST
The Sensei is able to physically touch ethereal
    supernatural entities, such as Ghosts. He can see them and harm them in hand-to-hand
    combat. Additionally, the Sensei becomes immune to all fear and terror effects caused by
    undead.
Not only is the Sensei able to harm ethereal creatures he
    can also exorcise Possessees, those individuals that have given their bodies for daemonic
    possession. 
00: APOTHEOSIS
The Star Child gives the Sensei the power to bring life to
    the dead. Any living creature may be brought back to life. The creature in question must
    make a WILL roll. Success results in the creature being brought back to life and
    restored of 3D6 hit points. Failure means that the creature will always remain dead no matter
    how many times the Sensei tries. However, this does not come without its cost. Each time
    that a Sensei uses Apotheosis he loses D6 hit points permanently. Apotheosis will not
    function on creatures that are not living but it can work on any creature that is 'alive'
    so to speak.