The Astranum Incident
Techpriest, Rabble Rouser, Broody, Psyker-Hater
Home World: Minor Forge World
Birthright: Credo Omnissiah: Gain the Technical Knock talent.
Career Path: Tech-Priest
Current Career: Technographer
Weapon Skill – 46
Ballistic Skill – 44
Strength – 45
Toughness – 44
Agility – 38
Intelligence – 45
Perception – 44
Willpower – 34
Fellowship – 32
Fate Points – 1
Total XP –
Spent XP –
Carry Weight – 56kg
Lift Weight – 112kg
Push Weight – 225kg
Full Move – 6 Metres
Half Move – 3 Metres
Charge – 9 Metres
Run – 18 Metres
Corruption Points – 9
Insanity Points – 0
This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you to inferface with machine data ports, and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes or spine jacks.
These are palm-sized metal skin graft that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body— though hands or mechadendrites are the usual sites.
This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or intricate mask-like carvings.
This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like, and thus no one admits to having seen one.
Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.
Fit For Purpose: (+3 Willpower)
Stranger to the Cult: Forge World characters take a -10 penalty on Tests involving knowledge of the Imperial Creed, and a -5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.
Melee Weapons Training (Primative), Basic Weapons Training (Las), Pistol Training (Las)
Electro Graft Use: +10 bonus to Common Lore, Inquiry or Tech-Use Tests whilst connected to a data point.
Technical Knock: You may unjam any gun as a Half Action. You must touch the gun in question to enact this rite. You may only perform this rite on one weapon per Round – any more would be disrespectful.
Common Lore (Tech)(Int), Common Lore (Machine Cult)(Int), Speak Language (Low Gothic)(Int), Tech Use (Int), Secret Tongue (Tech)(Int), Trade (Scrimshawer)(Ag) or Trade (Copyist)(Int)
Metal Staff, Las Pistol and 1 Charge Pack, Las Carbine and 1 Charge Pack, Knife, Flak Vest, Glow Lamp, Data-Slate, Mechanicus Robes and Vestments (Good Quality Clothing), 1d10 Spare Parts (Power Cells, Wires, Chronometers, Etc.), Vial of Sacred Machine Oil