Difference between revisions of "Orelius Pylae"

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(created)
 
(continued creation)
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*Weapon Skill: 38
 
*Weapon Skill: 38
 
*Ballistic Skill: 40
 
*Ballistic Skill: 40
*Strength: 45
+
*Strength: 45 (4)
*Toughness: 45
+
*Toughness: 45 (4)
*Agility: 40
+
*Agility: 40 (4)
*Intelligence: 65
+
*Intelligence: 65 (12)
*Perception: 33
+
*Perception: 33 (3)
*Willpower: 37
+
*Willpower: 37 (3)
*Fellowship: 40
+
*Fellowship: 40 (4)
  
*Wounds: /
+
 
*Fate Points:  
+
*Wounds: 1d5+1+6+1/
 +
*Fate Points: 1-5=2,6-9=3,10=4
 
*Insanity: 1d10
 
*Insanity: 1d10
*Corruption:  
+
*Corruption: -
 
=Trained Skills=
 
=Trained Skills=
 
*Awareness +10
 
*Awareness +10
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*Logic +10
 
*Logic +10
 
*Scrutiny
 
*Scrutiny
 +
*Security
 
*Speak Language (Explorator Binary)
 
*Speak Language (Explorator Binary)
 
*Speak Language (Techna-lingua)
 
*Speak Language (Techna-lingua)
Line 51: Line 53:
 
*Sound Constitution 2
 
*Sound Constitution 2
 
*Talented (Charm)
 
*Talented (Charm)
 +
*Technical Knock
 
*The Flesh is Weak 2
 
*The Flesh is Weak 2
 
*Total Recall
 
*Total Recall
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*GQ MIU
 
*GQ MIU
 
*GQ Cortex Implant
 
*GQ Cortex Implant
 +
*Cybernetic Eyes (GQ, include photovisor, telescopics)
 +
*GQ Augur Array Implant
 +
*BQ Bionic Locomotion (legs)
 +
*Sollex-Pattern Energy Staff
 +
*Light Carapace
 +
*Multikey
 +
*Voidsuit
 +
*Injector
 +
*Sacred Unguents
 +
*Microbead
 +
*Combi-tool
 +
*Dataslate
 +
*Servo-skull familiar
 +
*Jovian-pattern voidsafe Arvus Lighter
 
=Traits=
 
=Traits=
 
*Mechanicus Implants
 
*Mechanicus Implants
 +
*Credo Omnissiah
 +
*Fit for Purpose
 +
*Stranger to the Cult
 
=XP=
 
=XP=
 
==Rank 1==
 
==Rank 1==
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*Awareness 100
 
*Awareness 100
 
*Autosanguine 200
 
*Autosanguine 200
*Sound Constitution x2 400
+
*Sound Constitution 200
 +
*Security
 
*Charm 500
 
*Charm 500
 
*Deceive 500
 
*Deceive 500

Revision as of 19:56, 18 March 2011

  • Career: Explorator
  • Career Rank: 4

Origin Path

  • Home World: Forge World (option: +3 Fel)
  • Birthright: Savant (option: training in Logic, +3 Fel)
  • Lure of the Void: Renegade - Free Thinker (option: +3 Int)
  • Trials and Travails: Lost Worlds - Beyond the Pale (100xp, option: training in Forbidden Lore (Archeotech and Adeptus Mechanicus))
  • Motivation: Prestige (option: Talented (Charm))

Stats

  • Weapon Skill: 38
  • Ballistic Skill: 40
  • Strength: 45 (4)
  • Toughness: 45 (4)
  • Agility: 40 (4)
  • Intelligence: 65 (12)
  • Perception: 33 (3)
  • Willpower: 37 (3)
  • Fellowship: 40 (4)


  • Wounds: 1d5+1+6+1/
  • Fate Points: 1-5=2,6-9=3,10=4
  • Insanity: 1d10
  • Corruption: -

Trained Skills

  • Awareness +10
  • Charm
  • Common Lore (Machine Cult)
  • Common Lore (tech) +10
  • Decieve
  • Dodge +10
  • Forbidden Lore (Adeptus Mechanicus) +10
  • Forbidden Lore (archaeotech) +20
  • Literacy
  • Logic +10
  • Scrutiny
  • Security
  • Speak Language (Explorator Binary)
  • Speak Language (Techna-lingua)
  • Speal Language (Low Gothic)
  • Tech-Use +20
  • Trade (armourer)
  • Trade (explorator)
  • Trade (technomat)

Talents

  • Autosanguine
  • Basic Weapon Training (Universal)
  • Electro Graft Use
  • Ferric Lure
  • Logis Implant
  • Melee Weapon Training (Universal)
  • Prosanguine
  • Sound Constitution 2
  • Talented (Charm)
  • Technical Knock
  • The Flesh is Weak 2
  • Total Recall

Gear

  • GQ MIU
  • GQ Cortex Implant
  • Cybernetic Eyes (GQ, include photovisor, telescopics)
  • GQ Augur Array Implant
  • BQ Bionic Locomotion (legs)
  • Sollex-Pattern Energy Staff
  • Light Carapace
  • Multikey
  • Voidsuit
  • Injector
  • Sacred Unguents
  • Microbead
  • Combi-tool
  • Dataslate
  • Servo-skull familiar
  • Jovian-pattern voidsafe Arvus Lighter

Traits

  • Mechanicus Implants
  • Credo Omnissiah
  • Fit for Purpose
  • Stranger to the Cult

XP

Rank 1

  • BG: Lost Worlds - Pale Stars 100
  • Implant -> GQ 200
  • Implant -> GQ 200
  • Simple Int 100
  • Simple T 100
  • Trade (armourer) 100
  • Awareness 100
  • Autosanguine 200
  • Sound Constitution 200
  • Security
  • Charm 500
  • Deceive 500

Rank 2

  • Intermediate Int 250
  • Intermediate T 250
  • Scrutiny 500
  • Electro Graft Use 200
  • Ferric Lure 200
  • Prosanguine 200
  • Total Recall 200
  • Awareness +10 200
  • Dodge 200
  • Simple Ag 500
  • Tech-Use +10 200
  • Simple T 100

Rank 3

  • Trained Int 500
  • Tech-Use +20 200
  • Dodge +10 200
  • Common Lore (tech) +10 200
  • The Flesh is Weak 1 500
  • Simple WP 250
  • Simple WS 250
  • Trade (explorator) 200
  • Simple BS 250
  • Intermediate S 250
  • Forbidden Lore (archaeotech) +20 200

Rank 4

  • The Flesh is Weak 2 500

Background

Orelius Pylae was chosen young in the Jovian shipyards according to arcane Mechanicus guidance. Specialist training and highly refined implants gave the tech-priests an agent, a bonded emissary that they could use as a face for negotiation where the pure, cold light of logic might fail in the face of fleshly confusion and weakness. Unfortunately for them, Orelius was not the perfect servant that his implants should have belonged to - he was too much of a free-thinker, too curious, to be acceptable. Of course, this conclusion could not be reached until Orelius had worked a political web around the necks of his masters by virtue of his station, both benefiting the Mechanicus with his dealings and proving too competent at their art to simply dismiss out of hand. As soon as he reached the rank of Magos (arranging the fastest possible series of tests for himself and then proving more than their match), logic dictated the answer for the uncomfortable Adeptus: commission as an Explorator, which Orelius accepted gladly.

Thus the troublesome tech-priest was rid of the disapproval of the Jovians. He hired on with the first ship to leave the shipyards, a vessel granted to a newly-founded Rogue Trader dynasty at the behest of the High Lords of Terra.

Travelling far and finally reaching the Koronus Expanse in search of treasures beyond compare, the Volk dynasty met an early end on treacherous shoals - leaving Orelius, having survived a voyage of decades through realspace in a shuttle escaping the Volk flagship's doom, in need of a new Captain to follow.

The strangest thing about Orelius is his appearance. He looks almost nothing like a tech-priest, being neither hunchbacked nor having part of his face replaced by a metal grille. His robes are well-kept rather than shabby, his staff not overburdened with cogskull iconography, and - most strangely - his expression fluid and often jovial. Indeed, his bald head, lengthening but indeterminate years, and featureless, shining mercury eyes have in the past had him mistaken for a sorcerer by primitive cultures.

And that's the second strangest thing about Orelius - he nearly always seems to be laughing, although it's not always clear at what.