Glower

Duct Vidic's page

36 posts. Alias of Chris Banks.


Classes/Levels

Enginseer

About Duct Vidic

Magos Mechanicus (duty): Machine-smith, Cult Mechanicus, Laboratory Access, Dogmatic Academia
Integrated Technology (duty): Mechanicus implants, The Right Tools, Integrated weaponry, Constant Maintenance
A Better Galaxy Through Technology (personal): Big picture thinking, Aid the Common People, Human augmentation, Rocks Are Not Free Citizen
Battlefield Support (Duty): Remote reconnaissance, analyse weaknesses, Paint targets, Split attention

old system:

Armour: Head 5, Arms/Legs 7, Chest 8 - EV Sealed, Resistance (Energy, Shrapnel, Blast), Powered(1)
Weapon: Best quality Lathe-pattern Lasrifle (integrated) - R: 100m, D: 1d10+6 E, RoF: S/2/- Pen: 2, Clip: N/A, Tearing
Weapon: Compact plasma pistol (integrated) - R: 15m, D: 1d10+5 E, RoF: S/2/- Pen: 6, Clip: 10/10, Maximal, overheat
Weapon: Omnissian Axe - Melee, D: 1d10+4 E, Pen: 6, Power field, unbalanced

Weapon Skill: 30 (100xp)
Ballistic Skill: 40 (250xp) - +5 when using bionic arm
Strength: 41 (100xp)
Toughness: 44 (250 xp)
Agility: 25 - +5 when using bionic arm
Intelligence: 58 (100 xp) - includes +10 from CPU
Perception: 28
Willpower: 37
Fellowship: 34

Wounds: 15
Fate: 2
Insanity: 9
Corruption: 0

Talents:
Rapid reload (regiment)
Technical knock {Tech-priest}
Mechadendrite use (weapon, utility) {Tech-priest}
Weapon training (las, power, plasma) {Tech-priest, 300xp}

Skills:

Athletics {regiment}
Low gothic {regiment}
Operate (surface) trained (+10) {regiment}
Scholastic lore (beasts) {regiment}
Common lore (war) {regiment}
Common lore (imperial guard) {regiment}
Common lore (adeptus mechanicus) {Tech-priest}
Common lore (tech) {tech-priest}
Forbidden lore (adeptus mechanicus) +10 {Tech-priest, 200xp}
Forbidden lore (archaeotech) +10 {Tech-priest, 200xp}
Tech use (+20) {Tech-priest; 500 xp}
Medicae (+10) {600xp}
Security +10 {300xp}
Commmerce +10 {300xp}
Trade (armourer) +20 {600xp}

Traits:
Mechanicus implants {Tech-priest}

Talents:
Integrated weapon expertise {crimson exemplar}
Weapon tech (200)
Modify payload (100)

Target lock (300xp)

Equipment:

Sacred unguents
Dataslate
Combi-tool
Utility mechadendrite
Mind impulse unit (good craftsmanship)
Cerebral processing unit (good) - boons: calculus logis (+20 to lore, logic, commerce tests); Synaptic booster (+10 int)
Bionic arm (good) - Boons: Dataport; Increase Agi and BS by +5

Crimson Exemplar:
Mind impulse unit weapon interface
Crimson armour
Ballistic mechadendrite (plasma pistol)
Lathe- pattern lasrifle (integrated, best quality)
Omnissiah axe

Regimental standard kit:
M36 Lasgun + 4 charge packs,
2 Fragmentation Grenades & 2 Krak Grenades,
1 Knife,
Flak Armor: 4 Armor Points on each location,
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack
Micro-bead (8)
Preysense Goggles (15)
Laspistol sidearm + 2 charge packs (5)
Chrono (2)

Character creation notes:

Stat rolls: 35, 31, 38, 25, 36, 31, 25, 33, 37 (rerolled a 24)
Regimental stats: +3Fel, +3T, +3S, -3Int, +3Int, -3Per, +2W
Techpriest: +5Int

Aptitudes: Ballistic skill, intelligence, knowledge, strength, tech, toughness, weapon skill, willpower, perception (free pick from willpower duplicate)
Crimson Exemplar aptitudes: BS, WS, Intelligence, Offence, Strength, Willpower, Perception (free pick)

Advancements:
Medicae (200), simple intelligence (100), medicae +10 (400), simple toughness (250), tech use +10 (200), Security (100), Commerce (100), Commerce +10 (200) trade (armourer) (100) Trade (armourer) +10 (200), Simple BS (250), Forbidden lore (archaeotech) +10 (200), Forbidden lore (adeptus mechanicus) +10 (200) Trade (armourer) +20 (300) Tech use +20 (300), Security +10 (200), Modify payload (100), weapon tech (200)
Swap to crimson exemplar class
Target lock special skill (300), simple weapon skill (100), simple strength (100), weapon training (plasma) (300)
Experience: 4,450 Spent: 4400

Milestones:

First blooding - minimal fighting, 1,000 xp
Assault on a hive spire part 1 - played your part, 1,000 xp
Assault on a hive spire part 2 - slay the beast (severely wounded it), 1,000 xp, recommendation, 6 insanity
En route to Atria - uneventful, 250xp
A new world a new war - protracted battle, 500xp, 3 insanity
Karakathonia part 1 - Rest and recovery (no wounds/cybernetics to replace)

Magos class brainstorming:

Magos cybernetica / alchemys / biologis
Cybernetica: Goes in for cybernetic augmentation, whether of self or of others. Leans towards medic and crafting skills. Customised archaeotech style weaponry or defenses. Ability to retune skills or weapon profiles on the fly. Any bionics of at least good quality, upgrade one to best? May go the route of having familiars (i.e cyber-mastiff/raven).