Paul 2371
Name: Paul 2371
Attributes[edit]
WS 30 (3)
BS 40 (4)
S 30 (3)
T 40 (4)
Ag 30 (3)
Int 60 (12)
Per 40 (4)
WP 30 (3)
Fel 30 (3)
Wound Points: 13
Fate Point: 3
Insanity Points: 4
Corruption Points 0
Background[edit]
Home World: Forge World (-5 WS, + 5 Int),
-Common Lore (Tech) (Int), Common Lore (Machine Cult) Int,
-Credo Omnissah (Technical Knock). Fit for Purpose (+3 to Characteristics)
-Stranger to the Cult (-10 to Knowledge of Imperial creed, -5 to Fel with Priests)
-Starting Wounds (x2 tough, 1d5+1)
Birthright: Savant (+3 Int, -3 T, Peer(Academics) )
Lure of the Void: Chosen by Destiny [Seeker of Truth(Foresight), Enemy (Academy), -3 WP]
Trials and Travails: Dark Voyage [Forbidden Lore (Archeotech)], Mark by Darkness (1d5 IP)
Motivation: Prestige [Talented (Tech-Use)]
Career: Explorator (2 Bionic Implants, )
Skills[edit]
-Awareness (Per)
-Common Lore (Machine Cult, Tech) (Int)
-Forbidden Lore (Archeotech) +10 (Int)
-Forbidden Lore( Adeptus Mechanicus) (Int)
-Literacy (Int)
-Logic (Int)
-Speak Language (Exporator Binary, Low Gothic, Techna-lingua) (Int)
-Tech-Use (Int)
-Trade (Armourer) (Int)
-Trade (Technomat) (Int)
Traits[edit]
-Mechanicus Implants
-Unnatural Intellect (x2)
Multiplies the bonus of that characteristic by an amount determined by the trait (most commonly x2), for all situations except for calculating movement distances.
Grants a number of bonus degrees of success on opposed test using that characteristic by an amount equal to the multiplier (+2 DoS for a x2 Unnatural Characteristic).
Makes all skill tests reliant on that characteristic one or more steps easier (one step easier for x2, two steps for x3, and so forth)]
Talents[edit]
-Basic Weapons Training (Universal)
-Melee Weapon Training (Universal)
-Logis Implant [+10 bonus to WS and BS on success, Toughness test or 1 fatigue]
-Technical Knock [Un-jam any gun as half-action 1 per round, touch]
-Enemy (Ecclesiarchy) [-10 Fel for Ecclesiarchy]
-Peer (Academics) [+10 Fel for Academics]
-Foresight [10min, +10 bonus to next Int test]
-Talented (Tech-Use) (+10 bonus to Tech Use)
Gear[edit]
-Good Quality Hellgun [1d10+4 E, Pen 7, 30, RoF S/3/-, +5 to attack, Reliable]
-Good Quality Power Axe [1d10+7 E, Pen 7, Power Field, Unbalanced, + 5 to Attack ]
-Enforcer light carapace (AP 5)
-Multikey
-Void Suit
-Injector
-Sacred Unguents
-Microbead
-Combi-tool (+10 Tech-use)
-Dataslate
-Servo-skull Familiar
XP:[edit]
100xp (Int +5)
200xp Good Quality Cognitive Implant (Unnatural Intelligence (x2), Conginator, +1d10 Insanity Points)
200xp Good Quality Mind Impulse Unit (+10 bonus to communicate with machine spirits, Tech-Use, Pilot, Drive, Logic, Inquire, and Ballistic Skill Tests when interface. Also let you see through servo-skull as if present)