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...")
(Tag: large unwikified new article)
 
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Name: Paul 2371
 
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
+
==Attributes==
Fate Point: 1d10 9 = 3
+
WS 30 (3)
Insanity Points: 1d10+1d5 4
+
 
 +
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
 +
  
 
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)]
  
Line 30: Line 52:
  
 
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)
 +
  
 
Trait
 
Trait
 +
 
-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)]
 +
  
 
Talented:
 
Talented:
 +
 
-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
 
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 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)
+
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)

Revision as of 09:08, 20 July 2016

Name: Paul 2371

Attributes

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


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 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)