Paul 2371: Difference between revisions
Created page with " Name: Paul 2371 WS 30 (35) BS 40 S 30 T 40 (43-3) Ag 30 Int 60 (44+ 5 + 3 + 3 +5) Per 40 WP 30 (33) Fel 30 Wound Points: 1d5+9 13 Fate Point: 1d10 9 = 3 Insanity Points: 1d1..." Tag: large unwikified new article |
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Name: Paul 2371 | Name: Paul 2371 | ||
Wound Points: | ==Attributes== | ||
Fate Point: | WS 30 (3) | ||
Insanity Points: | |||
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 | Corruption Points 0 | ||
==Background== | |||
Home World: Forge World (-5 WS, + 5 Int), | 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) | -Common Lore (Tech) (Int), Common Lore (Machine Cult) Int, | ||
Stranger to the Cult (-10 to Knowledge of Imperial creed, -5 to Fel with Priests) | |||
Starting Wounds (x2 tough, 1d5+1) | -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) ) | Birthright: Savant (+3 Int, -3 T, Peer(Academics) ) | ||
Lure of the Void: Chosen by Destiny [Seeker of Truth(Foresight), Enemy (Academy), -3 WP] | 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) | Trials and Travails: Dark Voyage [Forbidden Lore (Archeotech)], Mark by Darkness (1d5 IP) | ||
Motivation: Prestige [Talented (Tech-Use)] | Motivation: Prestige [Talented (Tech-Use)] | ||
Career: Explorator (2 Bionic Implants, ) | Career: Explorator (2 Bionic Implants, ) | ||
Skills | ==Skills== | ||
-Awareness (Per) | -Awareness (Per) | ||
-Common Lore (Machine Cult, Tech) (Int) | -Common Lore (Machine Cult, Tech) (Int) | ||
-Forbidden Lore (Archeotech) +10 (Int) | -Forbidden Lore (Archeotech) +10 (Int) | ||
-Forbidden Lore( Adeptus Mechanicus) (Int) | -Forbidden Lore( Adeptus Mechanicus) (Int) | ||
-Literacy (Int) | -Literacy (Int) | ||
-Logic (Int) | -Logic (Int) | ||
-Speak Language (Exporator Binary, Low Gothic, Techna-lingua) (Int) | -Speak Language (Exporator Binary, Low Gothic, Techna-lingua) (Int) | ||
-Tech-Use (Int) | -Tech-Use (Int) | ||
-Trade (Armourer) (Int) | -Trade (Armourer) (Int) | ||
-Trade (Technomat) (Int) | -Trade (Technomat) (Int) | ||
==Traits== | |||
-Mechanicus Implants | -Mechanicus Implants | ||
-Unnatural Intellect (x2) | -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. | 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). | 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)] | 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== | |||
-Basic Weapons Training (Universal) | -Basic Weapons Training (Universal) | ||
-Melee Weapon Training (Universal) | -Melee Weapon Training (Universal) | ||
-Logis Implant [+10 bonus to WS and BS on success, Toughness test or 1 fatigue] | -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] | -Technical Knock [Un-jam any gun as half-action 1 per round, touch] | ||
-Enemy (Ecclesiarchy) [-10 Fel for Ecclesiarchy] | -Enemy (Ecclesiarchy) [-10 Fel for Ecclesiarchy] | ||
-Peer (Academics) [+10 Fel for Academics] | -Peer (Academics) [+10 Fel for Academics] | ||
-Foresight [10min, +10 bonus to next Int test] | -Foresight [10min, +10 bonus to next Int test] | ||
Gear | -Talented (Tech-Use) (+10 bonus to Tech Use) | ||
==Gear== | |||
-Good Quality Hellgun [1d10+4 E, Pen 7, 30, RoF S/3/-, +5 to attack, Reliable] | -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 ] | -Good Quality Power Axe [1d10+7 E, Pen 7, Power Field, Unbalanced, + 5 to Attack ] | ||
-Enforcer light carapace (AP 5) | -Enforcer light carapace (AP 5) | ||
-Multikey | -Multikey | ||
-Void Suit | -Void Suit | ||
-Injector | -Injector | ||
-Sacred Unguents | -Sacred Unguents | ||
-Microbead | -Microbead | ||
-Combi-tool (+10 Tech-use) | -Combi-tool (+10 Tech-use) | ||
-Dataslate | -Dataslate | ||
-Servo-skull Familiar | -Servo-skull Familiar | ||
XP: | |||
==XP:== | |||
100xp (Int +5) | 100xp (Int +5) | ||
200xp Good Quality Cognitive Implant (Unnatural | |||
200xp Good Quality Mind Impulse Unit (+10 | 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) |
Latest revision as of 16:27, 20 July 2016
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)