Choon |
Very much a work in progress...
WS = 28
BS = 37
Str = 35
Toughness = 31
Agility = 31
Intelligence (39+5-3) = 41
Perception (31-6) = 25
Willpower = 37
Fellowship = 32
Fate: 3
Wounds: 12
Divination: 31 - Thought begets Heresy.
Reduce this character's Intelligence characteristic by 3. The first time he would gain 1 or more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead.
Off-Worlder - Gain +3 in two stats and the Inquiry skill
2) Heretek: Gain Mechanicus Implants with 1 mechadendrite and the Knowledge aptitude
-1) Weak Eyes: -6 perception
Core attribute: Intelligence
Primary attribute:
Secondary:
Tertiary:
Aptitudes: Knowledge,
Skills: Inquiry (bonus)
1000xp
Gear:
Common quality clothing, a sling bag, a bedroll, ten packets of recyk wafers, Two one liter water bottles, 100 guild creds
I can't seem to find were related aptitudes are related. It says that a primary and core aptitude also grants it's "related aptitude", but I don't see where that relationship is spelled out.
Sirus Mechanicus |
This is Choon. If you don't mind I'll be re-using an old alias for this one. Please let me know if I've done anything wrong here. This is only my third character in the system.
Former adept Sirius of the Mechanicus
WS = 28
BS (37+3)= 40
Str = 32
Toughness = 31
Agility = 31
Intelligence (39+5-3+10) = 51
Perception = 31
Willpower (37+3) = 40
Fellowship = 35
Fate: 3
Wounds: 12
Divination: 31 - Thought begets Heresy.
Reduce this character's Intelligence characteristic by 3. The first time he would gain 1 or more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead.
Off-Worlder - Gain +3 in two stats and the Inquiry skill
2) Heretek: Gain Mechanicus Implants with 1 mechadendrite and the Knowledge aptitude (gained twice, switched for Defense)
2) Bionic Enhancement: Heart - A character with this implant gains +1 Armour point to the Body location—this bonus stacks with any armor worn—and gains the Sprint talent.
-2) Dark Soul: (15CP) The flesh is weak: The character blames the limitations of his own body for his failures and problems. He becomes increasingly obsessed with surgical modification and bionic replacement.
-1) Coward: -10 on all fear and pinning
Core attribute: Intelligence
Primary attribute: Perception
Secondary: Tech
Tertiary: Agility
Aptitudes: Intelligence, Knowledge, Perception, Fieldcraft, Tech, Agility, Defence
Skills: Inquiry (bonus), Tech use, Logic, Commerce, Forbidden lore: Mechanicus
Talents:
- Mechadendrite Use: utility
- Sprint: Move +3 meters, sprint double distance for one round. Can sprint for additional rounds for 1 fatigue/rd.
1000xp, 50 unspent
350 - Int +10
100 - Tech-use known
100 - Logic known
100 - Commerce known
100 - Forbidden Lore: Mechanicus known
200 - Mechadendrite use: Utility
Gear:
Common quality clothing, a sling bag, a bedroll, ten packets of recyk wafers, Two one liter water bottles, 15 guild creds
Lasgun with forearm mount - 65
Range: 60 S/3/-- Clip: 60 1d10+3E pen0 Reliable 4kg
Charge pack - 20
Utility Mechadendrite - The most common type of mechadendrite, these are tipped with a variety of mechanisms for the repair and succour of blessed technologies. It counts as a combi-tool, granting a +10 bonus to
all Tech-Use tests. The limb also houses six injector pistons, each of which may be filled with one dose of a sacred unguent. In addition to this, the limb contains an electrically-powered censer, which can gust incense fumes over troublesome faults. Unless the censer is deactivated, all Perception tests made to detect the Tech- Priest that rely on a sense of smell gain a +10 bonus. As a Half Action, the censer can create one “blast” of smoke every fifteen minutes, which imposes a –5 penalty to Weapon Skill tests made by all living creatures within a two-metre radius for one round.
Once per round, the character can also utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action. It counts as a melee weapon with the Defensive quality (+15 parry, -10 attack) that inflicts 1d5 Rending damage, Pen 2.
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So, I had a thought, would my divination reduce the corruption I would take if I went with Dark soul as well? I kinda want to go full heretek and you cant do that without a little corruption.
If it does (which would be sweeet) or doesn't, here are the rolls.
corruption points: 2d10 + 5 ⇒ (4, 6) + 5 = 15
Malignancy: 1d100 ⇒ 98 - Gain obsession or addiction
The flesh is weak: The character blames the limitations of his own body for his failures and problems. He becomes increasingly obsessed with surgical modification and bionic replacement.
Sounds about right. :)
God Emperor |
You also have Weapon Training (Low Tech). You didn't take weapon training las so if you ever get into a fire fight with that lasgun you would be at penalties so not sure if you want to readjust a little or not.
Your secondary aptitude needs to be an attribute one not an actual secondary one. I know it's a bit confusing. Basically you pick 4 base attributes (core, primary, secondary, tertiary) the core and primary get their secondary along with it and the secondary tertiary don't. The core also gets +5 to that attribute.
For starting corruption I would say no it won't reduce the corruption from dark soul just after that during gameplay.
Other than that I think it's good.
Josiah Graves |
Kevin looks good!
Josiah I just realized you got an auto pistol but no training in it with your starting exp. If you don't want to get penalties with it you may want to switch some things up.
Ah cheers GE, I had missed that.
Revised Xp spend:
Bs +5 100
Ag +5 100
Dodge 100
Awareness 100
Navigate (surface) 100
Stealth 100
Weapon Training (SP) 200
Nowhere to Hide 200
Yeah, Josiah is good to go.
God Emperor |
Rolls for Curt
2d10 + 20 ⇒ (9, 8) + 20 = 37
2d10 + 20 ⇒ (5, 6) + 20 = 31
2d10 + 20 ⇒ (3, 3) + 20 = 26
2d10 + 20 ⇒ (10, 6) + 20 = 36
2d10 + 20 ⇒ (1, 2) + 20 = 23
2d10 + 20 ⇒ (6, 1) + 20 = 27
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (8, 8) + 20 = 36
fate: 1d10 ⇒ 10 3 fate points
wounds: 1d5 + 9 ⇒ (3) + 9 = 12
divination: 1d100 ⇒ 10
The pain of the bullet is ecstasy compared to damnation.
Reduce this character's Agility characteristic by 3. The first time this character suffers Critical damage each session, roll 1d10. On a result of 10, he does not suffer any Critical Effects, though the damage still counts as Critical damage.
Sirus Mechanicus |
Sirus was picked up by the Mechanicus when he was just a child on the Forge World Infernus Tertiarium. He tested high in intelligence so he was selected to be inducted into the Cult of the Machine God at the tender age of 12. There he learned much of tech and the appropriate rituals with which to appease the machine spirits and all the proper strictures of the Omnissiah. His young mind absorbed all this eagerly and started connecting the dots in things that were not children's games. He would get a hint of heresy there, a bit in a file here, a byte in an upload from wherever. He cherished these and tried to fit them into his teachings.
When they didn't fit, he got even more curious.
He started to barter and trade for information. After all, a little knowledge couldn't hurt.
Until it did.
He was discovered with his heretical files on biological modification and gene splicing just after his second upgrade, his utility mechadendrite. He fled the forge world on a rogue trader and got off as soon as he could onto the first hive he could. There he fled into the underbelly and disappeared. He now works as an information broker and freelance techpriest for hire, though any proper techpriest would know him on sight for what he is: Heretek.