Difference between revisions of "Paul 2371"

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(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...")
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Revision as of 09:03, 20 July 2016

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: 1d10+1d5 4 Corruption Points 0

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: -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)

Trait -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)]

Talented: -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]

Gear -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: 100xp (Int +5) 200xp Good Quality Cognitive Implant (Unnatural Intellegence (x2), Conginator, +1d10 Insanity Points) 200xp Good Quality Mind Impulse Unit (+10 bonuse 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)