Difference between revisions of "Dahan"

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(Personality)
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=== Appearance ===
 
=== Appearance ===
 
=== Personality ===
 
=== Personality ===
* '''Pride (Craftsmanship):'''
+
* '''Pride (Logic):'''
** +1 Infamy, +3 Agility, +3 Intelligence, -3 Weapon Skill, -3 Ballistic Skill
+
** +5 Intelligence, -5 Perception
* '''Disgrace (Greed):''' Things as of yet unseen invoke in Archaeus a desire to possess, to disassemble, to learn from. <maybe Betrayal would work better?>
+
* '''Disgrace (Distruction):'''  
** +4 Corruption, -10 to all Commerce Tests
+
** +2 Infamy, -4 Fellowship
* '''Motivation (Innovation):''' Discarding the strictures against innovation, Archaeus has embraced it.
+
* '''Motivation (Arcane):'''  
** +2 Corruption, +3 Intelligence, -2 Wounds
+
** +2 Corruption, +2 Intelligence, -3 Strength
  
 
=== Desires and Goals ===
 
=== Desires and Goals ===

Revision as of 17:57, 19 November 2012

Background

Overview

Dahan has always had two great loves in his life. The first is a love of history, particularly the Horus Heresy period and the second is guns. The quest for knowledge of the events of the Horus Heresy was the down fall of Dahan career as a tech-priest. After being caught studying forbidden knowledge, his love for guns prevented his immediate execution. That day many a skitarii and even a couple Magos died trying to prevent Dahan and the tomes he obtained from leaving the planet. Unfortunately all the ancient tomes that Dahan had taken for the library were also destroyed.

During his retreat from the forge world Dahan was greatly wounded. These wounds lead to the replacement of his right eye and right arm with cybernetic devices. Massive scar tissue is still visible on his upper torso.

Appearance

Personality

  • Pride (Logic):
    • +5 Intelligence, -5 Perception
  • Disgrace (Distruction):
    • +2 Infamy, -4 Fellowship
  • Motivation (Arcane):
    • +2 Corruption, +2 Intelligence, -3 Strength

Desires and Goals

Dahan’s greatest desire is to build the greatest depositary of historical knowledge the Empire has ever seen and not hide it from the people. A secondary desire is to increase his collection of weapons. Dahan loathes the use of melee weapons but loves the artistic and historical value of them. His true love is beautifully crafted ballistic weapons.

Enemies and Hatreds

History

Views

Profile

Character Name Player Name Race Archetype Party Role Infamy Wounds Corruption Experience
Dahan Carwyn Human Heretek Historian/Ranged 22 17 4 7000/6950
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 50 32 40 30 64 30 40 30

Skills

Archaeus has spent his life creating and repairing technological devices, although his greed for knowledge has led him to a practiced habit of robbing graves and looting ruins. Using a network of servitors and sensors to do the work of many surveyers, he is skilled at operating sensors and interpreting their returns.

  • Agility: Dodge
  • Intelligence: Logic, Tech Use +10
    • Common Lores: Adeptus Mechanicus, Imperial Guard, Screaming Vortex, Tech
    • Scholastic Lores: Astromancy
    • Forbidden Lores: Adeptus Mechanicus, Archeotech
    • Languages: Low Gothic
    • Trades: Archaeologist
  • Perception: Awareness, Scrutiny

Talents

Tier One

  • Die Hard: Archaeus is stubborn - he refused to die in the Inquisitor-ordered bombardment, and he has refused to die many times since.
    • When suffering from blood loss, roll twice to avoid death.
  • Enemy (Adeptus Mechanicus): Even with his disdain for the members of the Priesthood of Mars hidden, the subtleties of his true flesh repel his former fellows.
    • Suffers a -10 to Fellowship Tests with loyal members of the Adeptus Mechanicus.
  • Foresight: Long practice and cybernetic enhancements allow Archaeus to, when at leisure, refine his calculations and plans to an inhuman level of precision.
    • Given ten minutes of contemplation, gain +10 to a single Intelligence Test.
  • Lesser Minion of Chaos (x3): Archaeus favors the humble servo-skull for many tasks, from scouting to housing cogitator banks to defense.
    • Possesses a servo-skull as a minion.
  • Technical Knock: Archaeus, like many other former Tech-Priests, learned to short-cut the Rites of Maintenance when in desperate combat.
    • Can un-jam a weapon as a Half Action once per round.
  • Total Recall: Archaeus' excellent memory is reinforced by the cogitator systems embedded in his cranial circuitry and redundant data stores.
    • Nigh-perfect recall of any events or information learned. For extreme cases, an Intelligence Test may be called for.
  • Weapon Training: Archaeus has used a wide variety of weaponry in his lifetime, from the standard laser weaponry to exotic plasma guns.
    • Las, Plasma, Primary, Shock

Tier Two

  • Armour-Monger: Archaeus knows well the value of protecting his remaining flesh and his precious implants, and spends time every day in a meditative trance, working over plans and ruminating over past events as he lovingly cares for his armour almost without conscious thought.
    • Worn armour gains +2 Armour Points on all locations, provided that an hour is spent each day upon maintaining it.

Tier Three

Traits

Traits

  • Binary Chatter: Archaeus is a genius at commanding servitors of all kinds, and is able to easily slip into the binary linguistic codes used to efficiently communicate with them.
    • Gain +10 to tasks that involve ordering or communicating with servitors
  • Machine (1):
    • No need to actually breathe, ignore extremes of cold, ignore mind-influencing psychic effect, Armour Points apply towards fire damage, +1 to Armour (stacks with worn armour)
  • Mechanicus Implants: Archaeus, as a former member of the Adeptus Mechanicus, still possesses the cybernetic implants that are the hallmark of that organization.
  • The Quick and the Dead: A squishy (or slightly crunchy, as it may be) human in the vortex must react fast to live.
    • +2 to Initiative rolls.

Mutations

Equipment

Armour

  • Light Carapace Armour:
    • Locations (Arms, Body, Legs), AP 5, 15 kg, Rare

Weapons

Cybernetics

  • Cerebral Implant (Good): <free>
    • Gain Unnatural Intelligence (+2), +20 to Logic and Lore Tests
  • Embedded Auspex (Good): <acquisition>
    • Acts as a full Auspex with a Half-Action to activate, allows a re-roll for all Perception-based Tests when in use
    • +30 to Awareness Tests, make Tech-Use to detect many things, range 50m
  • Flesh Replentishment (Good): <free>
    • Make a Toughness +10 Test to remove fatigue (one level, plus one per degree of success) or recharge an Internal Reservoir.
  • Luminen Capacitor (Common): <free>
    • Can recharge powered systems with a Toughness Test or as an offensive weapon
  • Mechanicum Assimilation 1 (Good): <acquisition>
    • Gain the Machine (1) Trait
  • Mind Impulse Unit (Good): <trade-in from weapons>
    • +10 to Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skills Tests (when interfaced)

Minions

Servo-skull 'Wayfarer' (Lesser)

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Loyalty Wounds
1 30 1 10 10 10 30 7 1 30 3

A scouting and sniping model, the Wayfarer chassis has an enhanced sensor suite that allows multiple levels of visual and acoustic analysis.

  • Skills: Awareness, Dodge, Inquiry, Scrutiny, Language (Low Gothic)
  • Talents: Deadeye Shot, Heightened Senses (Hearing, Vision), Sound Constitution, Weapon Training (Las)
  • Traits: Hoverer 4, Machine 2, Size 2
  • Equipment: Long-Las, Auspex/Scanner (+20 to Awareness Tests)

Servo-skull 'Fleshtender' (Lesser)

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Loyalty Wounds
25 1 1 10 1 30 1 30 1 30 2

A dual-purpose model used both for capture and medical/interrogative purposes, the affectionately-named "Fleshtender" servo-skull has enhanced cognitive circuits and adaptive learning patterns that are quite on the wrong side of orthodox. The metal tentacles danging from its jaw are quite effective as a weapon on their own

  • Skills: Interrogation, Intimidation, Medicae, Speak Language (Low Gothic), Trade (Chymist)
  • Talents: Disturbing Voice, Mimic, Sure Strike, Takedown, Weapon Training (Shock)
  • Traits: Hoverer 4, Machine 2, Size 2
  • Equipment: Neural Whip, Medi-kit (+20 to Medicae Tests)

Servo-skull 'Flamestealer' (Lesser)

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Loyalty Wounds
1 1 1 20 30 30 10 7 1 30 4

This servo-skull has been optimized for scouting and stealth operations. Elusive and with both kleptomanic and pyromanic routines, it can sneak up on a target and either burn it to the ground or steal it away.

  • Skills: Dodge, Security, Stealth, Sleight of Hand, Language (Low Gothic)
  • Talents: Weapon Training (Flame)
  • Traits: Hoverer 4, Machine 2, Size 2
  • Equipment: Hand Flamer, Multikey (+20 to Security Tests)

Other Gear

  • Combi-tool
    • +10 to Tech-Use Tests
  • Unholy unguents
  • Dataslate

Alignment

  • Khorne: 0
  • Nurgle: 0
  • Slaanesh: 0
  • Tzeentch: 3
    • Scrutiny, Forbidden Lore (Adeptus Mechanicus), Foresight

Experience

Experience 6000-7000

  • Skill: Awareness (200)
  • Skill: Scrutiny (200)
  • Skill: Forbidden Lore: Adeptus Mechanicus (200)
  • Talent: Foresight (200)
  • Skill: Interrogation (200)