Difference between revisions of "Paul 2371"
(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 | ||
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− | 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 | ||
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Corruption Points 0 | Corruption Points 0 | ||
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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) |
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+ | -Stranger to the Cult (-10 to Knowledge of Imperial creed, -5 to Fel with Priests) | ||
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+ | -Starting Wounds (x2 tough, 1d5+1) | ||
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Birthright: Savant (+3 Int, -3 T, Peer(Academics) ) | Birthright: Savant (+3 Int, -3 T, Peer(Academics) ) | ||
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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] | ||
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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) | ||
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Motivation: Prestige [Talented (Tech-Use)] | Motivation: Prestige [Talented (Tech-Use)] | ||
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Skills: | Skills: | ||
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-Awareness (Per) | -Awareness (Per) | ||
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-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) | ||
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-Tech-Use (Int) | -Tech-Use (Int) | ||
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-Trade (Armourer) (Int) | -Trade (Armourer) (Int) | ||
+ | |||
-Trade (Technomat) (Int) | -Trade (Technomat) (Int) | ||
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Trait | Trait | ||
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-Mechanicus Implants | -Mechanicus Implants | ||
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-Unnatural Intellect (x2) | -Unnatural Intellect (x2) | ||
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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. | ||
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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). | ||
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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)] | ||
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Talented: | Talented: | ||
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-Basic Weapons Training (Universal) | -Basic Weapons Training (Universal) | ||
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-Melee Weapon Training (Universal) | -Melee Weapon Training (Universal) | ||
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-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] | ||
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-Enemy (Ecclesiarchy) [-10 Fel for Ecclesiarchy] | -Enemy (Ecclesiarchy) [-10 Fel for Ecclesiarchy] | ||
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-Peer (Academics) [+10 Fel for Academics] | -Peer (Academics) [+10 Fel for Academics] | ||
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-Foresight [10min, +10 bonus to next Int test] | -Foresight [10min, +10 bonus to next Int test] | ||
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Gear | Gear | ||
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-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] | ||
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-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 ] | ||
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-Enforcer light carapace (AP 5) | -Enforcer light carapace (AP 5) | ||
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-Multikey | -Multikey | ||
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-Void Suit | -Void Suit | ||
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-Injector | -Injector | ||
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-Sacred Unguents | -Sacred Unguents | ||
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-Microbead | -Microbead | ||
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-Combi-tool (+10 Tech-use) | -Combi-tool (+10 Tech-use) | ||
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-Dataslate | -Dataslate | ||
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-Servo-skull Familiar | -Servo-skull Familiar | ||
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XP: | XP: | ||
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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) |
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+ | 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)