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- Characteristics
- WS: 42
- BS: 36
- Str: 37
- Tgh: 42
- Ag: 34
- Int: 48
- Per: 37
- Wil: 35
- Fel: 24
- Insanity Points:
- Wounds: 11
- Fate Points: 4
- 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.
- Servo Skull (5ML-E) Profile
- WS BS S T Ag Int Per WP Fel
- 15 15 10 20 30 15 35 20 ––
- Movement: — (see below) Wounds: 4
- Skills: Awareness (Per ) +10, Concealment (Ag) +10, Dodge
- (Ag), Silent Move (Ag) +10, One other skill to suit its function
- (Int etc) +20.
- Talents: Fearless.
- Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
- Armour (Machine): All 2.
- Gear: Inbuilt vox and cogitator. Depending on its function the
- Servo-skull will also have an inbuilt lumen globe, auspex,
- combi-tool or laspistol (30m; S/–/–; 1d10+2 E; Pen 0;
- Clip 30; Reload Full; Reliable) with inbuilt red-dot
- laser sight. Servo-skulls are often modified with
- other tools, sensors, or pistol-class weapons
- by their owners.
- Skills:
- Common Lore (Tech)+10 (Int)
- Common Lore (Machine Cult)+10 (Int)
- Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int)
- Literacy (Int)
- Logic (Int)
- Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int)
- Tech-Use (Int)
- Trade (Technomat) (Int)
- Talents:
- Technical Knock
- Meditation
- Basic Weapon Training (Universal)
- Melee Weapon Training (Universal)
- Logis Implant
- Traits:
- MECHANICUS IMPLANTS
- Electro-graft
- This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you
- to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as electoos,
- skull shunts, finger probes, or spine jacks.
- Electoo Inductors
- These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your
- nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or
- siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands
- or mechadendrites are the usual sites.
- Respirator Unit
- This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies
- your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a
- vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or
- intricate mask-like carvings.
- Cyber-mantle
- This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you
- gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this
- cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to
- discover what a cyber-mantle looks like, and thus no one admits to having seen one.
- Potentia Coil
- Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce
- various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged
- from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
- Cranial Circuitry
- This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit
- within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your
- devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away
- to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.
- Notes:
- All characteristic changes in notes reflected above.
- FORGE WORLD:
- Characteristic Modifiers: –5 Weapon Skill, +5 Intelligence
- Credo Omnissiah: Rather than being fully indoctrinated
- into the Imperial Cult, even the lowliest member of a forge
- world’s society is brought up to properly venerate the spirits
- of the machine and taught the basic rites of tech-propitiation.
- All forge world characters begin with the Technical Knock
- Talent.
- Fit For Purpose: A forge world inhabitant is tested,
- indoctrinated, and trained from birth for his chosen station
- and role in life. Weakness is not tolerated, and failure brings
- painful incentives to do better. Even those who follow an
- errant path must strive to be better than their peers to survive.
- Because of this, a starting forge world character may increase
- a Characteristic of his choice by +3.
- Stranger to the Cult: Although forge world born
- citizens know that the Emperor is their god and saviour, they
- see the Imperial Creed through the lens of Cult Mechanicus
- doctrine. As a result, they can be surprisingly—and sometimes
- dangerously—ignorant of the common teachings and practices
- of the Ecclesiarchy, often failing to offer its clerics the level
- of deference they expect. Forge world characters suffer a
- –10 penalty on Tests involving knowledge of the Imperial
- Creed and a –5 penalty on Fellowship Tests to interact with
- members of the Ecclesiarchy in formal settings.
- BIRTHRIGHT:
- Stubjack: Effect: You gain the Quick Draw Talent and gain
- Intimidate as a trained Basic Skill. You gain a bonus of +5 to
- your choice of Weapon Skill or Ballistic Skill, but you suffer
- both –5 Fellowship and 1d5 Insanity Points. (Weapon Skill)
- LURE OF THE VOID:
- Warrior: Effect: Gain +5 Weapon Skill, either +5 Toughness or +5 Agility,
- and –5 Fellowship. In addition, gain the Meditation Talent. (Toughness)
- TRIALS AND TRAVAILS:
- Pressganged: Unwilling Accomplice: Thanks to your shadowed past,
- you have picked up some knowledge on the way that you
- would not normally have access to. You gain a single Skill (as
- long as it has no prerequisites) for your character. You may also
- either select a single additional Common Lore Skill or improve
- a Common Lore Skill you already have by one level. (Dodge
- MOTIVATION:
- Fortune: +1 Fate Point
- TRAITS:
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