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- CHANGES AS OF: 23 JUNE 2014
- GAINED (400) - ??? (Remaining: 0 (Carried over))
- -Intelligence Advance, 2 (250)
- -Toughness Advance, 1 (100)
- GAINED (500) - 16/6/2014 (Remaining: 50)
- -Intelligence Advance, 3 (500)
- ----------------------------------------------------------------------
- "keep in mind we're using OW rules, so a full-auto burst is -10 BS
- Single is +10, +20 if you use your other action as an aim OW core"
- NAME: Joanna Fulva
- 43 43 39 39 35 34 34 29 28
- Str (1) 39
- Tgh (1) 45 (43 (Starting), -3 (Savant), +5 (Advance (1)) = 45)
- Int (1) 69 (43 (Starting), +5 (Forge World), +3 (Savant), +3 (Renegade), +5 (Advance (1)), +5 (Advance (2)), +5 (Advance (3)) = 69)
- Wep (2) 29 (34 (Starting), -5 (Forge World) = 29)
- Bls (2) 38 (35 (Starting), +3 (Fit for Purpose, Forge World) = 38)
- Wil (2) 36 (39 (Starting), -3 (Renegade), = 36)
- Agl (3) 28
- Per (3) 34
- Fel (3) 29
- Profit Factor: 36
- Starting Wounds: 13
- Fate Points: 3
- CURRENT FATE: 1
- 1 Insanity Point
- 2 Insanity Points (16/6/2014)
- SPENT EXPERIENCE:
- Initial (500) (Remaining: 0)
- -Mechadendrite Use (Utility)
- GAINED (200) (Remaining: 0)
- -Intelligence Advance, 1 (100)
- -Awareness (100)
- GAINED (400) - ??? (Remaining: 0 (Carried over))
- -Intelligence Advance, 2 (250)
- -Toughness Advance, 1 (100)
- GAINED (500) - 16/6/2014 (Remaining: 50)
- -Intelligence Advance, 3 (500)
- Skills:
- -(Explorator)
- -Common Lore (Machine Cult, Tech)
- -Forbidden Lore (Archeotech, Adeptus Mechanicus)
- -Literacy
- -Logic
- -Speak Language (Explorator Binary, Low Gothic, Techna-lingua)
- -Tech-Use
- -Trade (Technomat)
- -Medicae
- -Awareness
- Talents:
- -Technical Knock (Forge World)
- -Peer: Academic (Savant)
- -Enemy: Ecclesiarchy (Renegade)
- -Peer: Adeptus Mechanicus (Renown)
- -(Explorator)
- -Basic Weapon Training (Universal)
- -Melee Weapon Training (Universal)
- -Logis Implant
- Traits:
- -Mechanicus Implants (Explorator)
- Penalties:
- -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.
- -(Press Ganged) Jealous: You react violently towards the
- prospect of imprisonment or loss of your freedom. You may
- take a Willpower Test to avert this, modified by the provocation
- and the consequences (set by the GM) of succumbing to your
- dread.
- Inventory:
- -Boltgun
- -Enforcer light carapace
- -multikey
- -void suit
- -injector
- -sacred unguents
- -micro-bead
- -combi-tool
- -dataslate
- --------------------------------------------------------------------------
- Sevro Skull:
- Str 10
- Tgh 20
- Int 15
- Wep 15
- Bls 15
- Wil 20
- Agl 30
- Per (35)
- Fel N/A
- Movement: — (see below) Wounds: 4
- Skills: Awareness (Per) +10, Concealment (Ag) +10, Dodge (Ag), Silent Move (Ag) +10, Search (Per) +20
- Search +20
- Talents: Fearless.
- Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
- Armour (Machine): All 2.
- Gear:
- Inbuilt vox and cogitator.
- Auspex (These devices are used to detect energy emissions, motion, and biological life signs. A character using an auspex gains
- a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner.)
- -----------------------------------DONE-----------------------------------
- Forge World
- ---Characteristic Modifiers: –5 Weapon Skill, +5
- Intelligence
- ---Starting Skills: Common Lore (Tech) (Int) and Common
- Lore (Machine Cult) (Int) are untrained Basic Skills for forge
- world characters.
- ---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.
- ---Starting Wounds: Forge world characters double their
- starting Toughness Bonus and add 1d5+1 to the result
- to determine their starting number of Wounds.
- ---Starting Fate Points: Roll 1d10 to determine a forge
- world character’s starting Fate Points. On a 1–5, he begins
- with 2 Fate Points; on a 6–9, he begins with 3 Fate Points;
- on a 10, he begins with 4 Fate Points
- 000
- Savant (?)
- Effect:
- ---You gain your choice of Logic (Int) as a trained
- Basic skill or the Peer (Academic) Talent. You also gain your
- choice of +3 Intelligence or +3 Fellowship, but you suffer
- –3 Toughness.
- Renegade
- Effect: Choose one of the following results and apply it to your character.
- • Free-thinker: You gain your choice of +3 Intelligence or +3 Perception. You suffer –3 Willpower and gain the Enemy (Ecclesiarchy) Talent.
- Press-Ganged
- ---Unwilling Accomplice: 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.
- POSSIBLY:
- Skill: Tech Use
- Common Lore: Tech
- Renown (?)
- Peer (Adeptus Mechanicus) Talent.
- Explorator
- (Everything is Trained)
- Common Lore (Machine Cult, Tech) (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).
- 500 XP
- -Trade (Armourer) 100 XP
- -Tech-Use 100 XP
- -Forbidden Lore (Adeptus Mechanicus, Archeotech) 200 XP
- -Secret Tongue (Tech) 100 XP
- --Mechanicus Implants (see page 366).
- -Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant.
- Boltgun
- Enforcer light carapace,
- multikey,
- void suit,
- injector,
- sacred unguents,
- micro-bead,
- combi-tool,
- dataslate.
- The Explorator also begins play owning and controlling one servo-skull familiar (see page 375).
- Bionic locomotion
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