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Brennus

Character sheet 2

May 16th, 2016
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  1. Characteristics
  2. WS: 42
  3. BS: 36
  4. Str: 37
  5. Tgh: 42
  6. Ag: 34
  7. Int: 48
  8. Per: 37
  9. Wil: 35
  10. Fel: 24
  11.  
  12. Insanity Points:
  13. Wounds: 11
  14. Fate Points: 4
  15.  
  16. Equipment: Good Craftsmanship Power Axe, boltgun, enforcer light carapace, multikey, void suit, injector, sacred unguents, micro bead, combi tool, dataslate. One servo skull with auspex.
  17.  
  18. Servo Skull (5ML-E) Profile
  19. WS BS S T Ag Int Per WP Fel
  20. 15 15 10 20 30 15 35 20 ––
  21. Movement: — (see below) Wounds: 4
  22. Skills: Awareness (Per ) +10, Concealment (Ag) +10, Dodge
  23. (Ag), Silent Move (Ag) +10, One other skill to suit its function
  24. (Int etc) +20.
  25. Talents: Fearless.
  26. Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
  27. Armour (Machine): All 2.
  28. Gear: Inbuilt vox and cogitator. Depending on its function the
  29. Servo-skull will also have an inbuilt lumen globe, auspex,
  30. combi-tool or laspistol (30m; S/–/–; 1d10+2 E; Pen 0;
  31. Clip 30; Reload Full; Reliable) with inbuilt red-dot
  32. laser sight. Servo-skulls are often modified with
  33. other tools, sensors, or pistol-class weapons
  34. by their owners.
  35.  
  36. Skills:
  37.  
  38. Common Lore (Tech)+10 (Int)
  39. Common Lore (Machine Cult)+10 (Int)
  40. Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int)
  41. Literacy (Int)
  42. Logic (Int)
  43. Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int)
  44. Tech-Use (Int)
  45. Trade (Technomat) (Int)
  46.  
  47. Talents:
  48. Technical Knock
  49. Meditation
  50. Basic Weapon Training (Universal)
  51. Melee Weapon Training (Universal)
  52. Logis Implant
  53.  
  54.  
  55.  
  56. Traits:
  57. MECHANICUS IMPLANTS
  58. Electro-graft
  59. This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you
  60. to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as electoos,
  61. skull shunts, finger probes, or spine jacks.
  62. Electoo Inductors
  63. These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your
  64. nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or
  65. siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands
  66. or mechadendrites are the usual sites.
  67. Respirator Unit
  68. This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies
  69. your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a
  70. vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or
  71. intricate mask-like carvings.
  72. Cyber-mantle
  73. This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you
  74. gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this
  75. cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to
  76. discover what a cyber-mantle looks like, and thus no one admits to having seen one.
  77. Potentia Coil
  78. Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce
  79. various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged
  80. from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
  81. Cranial Circuitry
  82. This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit
  83. within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your
  84. devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away
  85. to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.
  86.  
  87. Notes:
  88.  
  89. All characteristic changes in notes reflected above.
  90.  
  91. FORGE WORLD:
  92. Characteristic Modifiers: –5 Weapon Skill, +5 Intelligence
  93.  
  94. Credo Omnissiah: Rather than being fully indoctrinated
  95. into the Imperial Cult, even the lowliest member of a forge
  96. world’s society is brought up to properly venerate the spirits
  97. of the machine and taught the basic rites of tech-propitiation.
  98. All forge world characters begin with the Technical Knock
  99. Talent.
  100.  
  101. Fit For Purpose: A forge world inhabitant is tested,
  102. indoctrinated, and trained from birth for his chosen station
  103. and role in life. Weakness is not tolerated, and failure brings
  104. painful incentives to do better. Even those who follow an
  105. errant path must strive to be better than their peers to survive.
  106. Because of this, a starting forge world character may increase
  107. a Characteristic of his choice by +3.
  108.  
  109. Stranger to the Cult: Although forge world born
  110. citizens know that the Emperor is their god and saviour, they
  111. see the Imperial Creed through the lens of Cult Mechanicus
  112. doctrine. As a result, they can be surprisingly—and sometimes
  113. dangerously—ignorant of the common teachings and practices
  114. of the Ecclesiarchy, often failing to offer its clerics the level
  115. of deference they expect. Forge world characters suffer a
  116. –10 penalty on Tests involving knowledge of the Imperial
  117. Creed and a –5 penalty on Fellowship Tests to interact with
  118. members of the Ecclesiarchy in formal settings.
  119.  
  120. BIRTHRIGHT:
  121. Stubjack: Effect: You gain the Quick Draw Talent and gain
  122. Intimidate as a trained Basic Skill. You gain a bonus of +5 to
  123. your choice of Weapon Skill or Ballistic Skill, but you suffer
  124. both –5 Fellowship and 1d5 Insanity Points. (Weapon Skill)
  125.  
  126. LURE OF THE VOID:
  127. Warrior: Effect: Gain +5 Weapon Skill, either +5 Toughness or +5 Agility,
  128. and –5 Fellowship. In addition, gain the Meditation Talent. (Toughness)
  129.  
  130. TRIALS AND TRAVAILS:
  131. Pressganged: Unwilling Accomplice: Thanks to your shadowed past,
  132. you have picked up some knowledge on the way that you
  133. would not normally have access to. You gain a single Skill (as
  134. long as it has no prerequisites) for your character. You may also
  135. either select a single additional Common Lore Skill or improve
  136. a Common Lore Skill you already have by one level. (Dodge
  137.  
  138. MOTIVATION:
  139. Fortune: +1 Fate Point
  140.  
  141. TRAITS:
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