Ervyntar Z'eth

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Background[edit]

Ervyntar Z'eth was born and raised on the remote Forge World of Kriess, floating somewhere near the Galaxy's edge. From an early age, he displayed great aptitude with machines and an incredible fascination with knowledge, especially of the Omnissiah's sacred works.

Discovered by and initiated into the Adeptus Mechanicus at an early age, Ervyntar slowly ascended through the ranks of scholars, delving into his studies with an obsessive zeal. He was especially interested in the secrets of archaeotechnology, often spending entire days and nights researching their mysteries. Unfortunately, his passion for forbidden lore led him down a path that alarmed several of those among the Adeptus Mechanicus' higher echelon, prompting Ervyntar to leave on a prolonged "research mission."

During his quest, he collected many valuable pieces of information and technology, oftentimes through less than approved means. However, his curiosity and insatiable lust for knowledge of the arcane brought a litany of misfortune upon him. Rarely did a vessel upon which he embarked return without a tale of some dire battle with viscous xenos or horrible mishaps in the Warp. Often as not, most of the original crew would be replaced by the time they returned, and those who had survived the entire trip told stories that smote fear into even the stoutest man's soul.

As a result, Ervyntar now finds himself stranded on one of the Lathe worlds, an unwelcome passenger aboard most void-farers. For four years, now, he has been unable to find a brave captain who would have the power and be willing to take him to the far reaches of the galaxy, where many untold treasures of ancient knowledge await…

…but now he feels all of that is about to change.

Characteristics[edit]

Wears the typical rust-red robes of his order with a matching hood, which mostly overshadows his features, making anything above the lower portion of his respirator-mask hard to distinguish. Underneath his robes he wears a black Enforcer Light Carapce just about everywhere, with the Mechanicus's symbol engraved in the same rust-red colour on the chest-plate. Always carries his Hellgun under his cloak on the right hip, being left-handed, where it can be drawn easily should the need arise to use it. Often, while walking about, he will carry his Shock Staff with him as a walking stick. His heirloom Angevin chain sword is mainly worn only when he feels he will have need of it, though he will sometimes opt to bear it in leu of the staff on more formal occasions.

His eyes glitter from under the hood, cold and calculating, examining everything to a nicety; humans, machinery, surroundings, etc. His intellect and intuition has gotten him this far and are the only things he truly relies upon. He even views his Servo-Skull warily, though it is the only thing close to a lifeform with which he is on somewhat intimate terms.

Stats[edit]

Character Name Player Name Career Path Ship's Role Rank Experience
Ervyntar Z'eth Chromoid Explorator ROLENAME 1 5950 xp
Home World Birthright Lure of the Void Trials and Travails Motivation Lineage
Forge World Savant New Horizons (Archaeotechnologist) Dark Voyage (Things Man Was Not Meant to Know) Prestige N/A
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Wounds Fate Insanity Corruption
25 45 25 37 40 56 43 35 25 10 2 4 0

Skills[edit]

Trained[edit]

Basic

  • Logic

Advanced

  • Common Lore (Tech)
  • Common Lore (Machine Cult)
  • Forbidden Lore (Adeptus Mechanicus)
  • Forbidden Lore (Archaeotech)
  • Literacy
  • Security
  • Tech-use
  • Trade (Technomat)
  • Trade (Armourer)

Untrained Basic[edit]

  • Awareness
  • Barter
  • Carouse
  • Charm
  • Climb
  • Command
  • Concealment
  • Contortionist
  • Deceive
  • Disguise
  • Dodge
  • Evaluate
  • Gamble
  • Inquiry
  • Intimidate
  • Scrutiny
  • Search
  • Silent Move
  • Swim

Languages[edit]

  • Explorator Binary
  • Low Gothic
  • Techna Lingua

Talents[edit]

  • Basic Weapon Training (Universal)
  • Melee Weapon Training (Universal)
  • Logis Implant
    • +10 bonus on WS and BS on successful Tech-Use test
  • Technical Knock
    • Un-jam a gun as half-action
  • Resistance
    • +10 on Fear tests
  • Autosanguine
    • Heal 2 damage/day, always Lightly Wounded

Traits[edit]

  • Mechanicus Implants - Electro-Graft, Electoo Inductors, Cyber-Mantle, Respirator Unit, Potentia Coil, Cranial Circuitry
  • Stranger to the Cult - -10 on Imperial Creed knowledge tests, -5 on Fellowship tests with members of the Ecclesiarchy in formal settings

Combat Stats[edit]

Weapon Name Skill Class Range Rate of Fire Damage Penetration Clip Reload Special Weight Rarity
Angevin Era Best Chain Sword 35 Melee - - 1d10+3 R 2 - - Balanced, Tearing 6 kg Average
Hellgun (Lucius) - Good Quality 45 Basic 110m S/3/- 1d10+4 E 7 30 2 Full - 6 kg Rare
Shock Staff 35 Melee - - 1d5+4 I - - - Shocking 2 kg Rare
  • Initiative Bonus: 4
  • Movement:
    • Half: 4
    • Full: 8
    • Charge: 12
    • Run: 24
  • Wounds: 10
  • TB: 3
  • Armor:
    • Carapace: 5 all
    • Power Armor: 9 all
  • Dodge: 20
  • Parry:
    • Chainsword: 35
    • Shock Staff: 25

Equipment[edit]

Bionics[edit]

  • MIU - Good Quality
    • +10 bonus to communication with machine spirits, Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests. Also grants ability to experience familiar's "feelings".
  • Utility Mechadendrite - Common Quality
    • +10 to Tech-Use tests
    • 6 injector pistons for Sacred Unguents
    • Smoke emitter (Enemy: -5 Weapon Skills Test, +10 smell-based perception tests)
    • Knife (defense)

Weapons[edit]

  • Angevin Era Chain Sword - Best Quality
    • An ancient weapon, a masterpiece, engraved with crusade purity seals and kill-marks. It is supposed to have seen action centuries ago during the Drusus Marches.
  • Hellgun (Lucius Pattern) - Good Quality
    • This well-worn gun has seen many fights with humans, xenos, and other things too ghastly to be named.
  • Shock Staff - Best Quality
    • This nondescript staff is mostly used for walking, but has come quite in handy for other uses during excursions through dark alleyways...

Armour[edit]

  • Enforcer Light Carapace Armor
    • Casual, wearabout armour
    • No power requirements
    • 5 AP
    • 15 kg
      • A tough shell-like armor, colored black and adorned in the middle of the chest-plate with the symbol of the Mechanicus Adeptus. Slightly battle-scarred, it is not the fanciest piece of equipment, but it does provide good insurance against stray bolter shells.
  • Power Armour - Good Quality
    • Used only when necessary
    • Power requirements: Battery pack, non-military, 1d5 hours
    • 9 AP
    • 65 kg
    • +20 Strength when worn
      • Heavy, gunmetal-grey battle armour, acquired as payment for a favour from someone in the Mechanicus. Used only in situations where force is anticipated beforehand, due to the time limit imposed by the power requirements. It is somewhat old, but serves its purpose well and without a fuss.

Other Equipment[edit]

  • Multikey
    • Lockpick, gives +30 Security when trying to unlock a door
  • Void Suit
  • Injector
  • Sacred Unguents
    • Makes weapons immune to jamming
    • Instantly un-jams a jammed weapon
  • Micro-Beads
  • Combi-tool
    • +10 to Tech-Use tests
  • Dataslate
  • Auspex/Scanner
    • +20 to Awareness tests
    • Allows 1 Tech-Use to see things human senses cannot normally see
  • Recoil Glove
    • Can use Basic and Pistol weapons one-handed w/o penalty
  • Servo-Skull
    • Carries Auspex array

Experience Spent[edit]

XP remaining: 50

  • New Horizons 250
    • Archaeotechnologist
  • MIU 200
    • Good Quality
  • Mechadendrite Use 500
    • Utility
  • Autosanguine 200
  • Trade 100
    • Armourer
  • Security 200