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| Augustus Archimedes Tycho Faraday-Gauss, Magos Factor | |
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Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Thu Dec 06, 2018 3:35 pm | |
| Name: Augustus Archimedes Tycho Faraday-Gauss Rank: Archmagos, Fabricator-Explorator Division: Factor Age: ??? Goals: Short-term: -Ensure all preparations for the expedition are perfect Medium-terms: -Find a challenge appropriate for his skill Long-term: -Founding his own forge world and, if possible, an entire sector -Completing the Athena Project - Backstory:
The mechanicus runs a great multitude of eugenics programs, as post-birth genetic modification is largely insufficient at increasing mental faculties. These programs have come to take a role similar to nobility in the imperium, using the best education, resources and technology to create intellectually optimal Tech-Priests. Augustus is the product of an attempt to cross two of these programs, using the Faraday and Gauss genetic lines that had produced hundreds of archmagos over their run. From conception, Augustus was expected to be amongst the best that the mechanicus had to offer; a paragon among tech-priests. From birth, Augustus was meant to be exceptional; he could talk by 6 months, and by 2 years had extensive knowledge infused into him through extensive hypno-conditioning. He built his first servo-skull by age 4, and was familiar (and utterly bored) with archeotech by the age of 6. The constant exposure to machines ended up leaving him disaffected and uninterested in them, even once he reached intellectual maturity at age eight. While serving at 11 his with 3rd Magos-Tutor in as many years, he discovered an appreciation for the work of the genetor, the machine of flesh being infinitely more complex and interesting. His Magos-Tutor was a genetor by the name of Mendel, introducing him to the cult of the omnissian mechanism. This denomination of the machine-cult felt right to him, supporting his own boredom with steel, and exposing the true greatest work of the Omnissiah: humanity & the imperium. He immediately started training as a factor, dedicating all his efforts to the social sciences, psychology and medicine. While initially a disappointment to his progenitors, his tremendous skill ended up very valuable. As a logistical factor of the Forge-world of Skaros, he solidified their pacts with the Carcharodons chapter of astartes, he developed methods to increase menial efficiency by 6% (representing billions of man-hours) and increased Skitarii training time by severl months due to improved hipno-indoctrination methods. His meteoric rise, doing all this in less than a decade, led to some dislike by better established magos, who “promoted” him to the position of First Factotum on the courier ship The Single Photon. He applied his full skill to the task, eventually convincing the Archmagos of Goth to name him a High Factor of the mechanicus. In that role, he served as a powerful agent of the mechanicus, increasing their power amongst the wider imperium. His most notable impact was making Skaros-pattern dataslate the most popular in 3 segmenta, and put Graia on the map as a prime vehicle manufacturer. Nonetheless, the work became predictable and boring with time, and he sought out something more. Knowing the limitations of the post of high factor, he petitioned the mechanicus for an explorator’s writ. He hoped, among the distant stars of the halo zone, that more knowledge and complexity might be found. And perhaps even achieve his greatest objective: project Athena.
Aptitudes: Fellowship, Tech, Fieldcraft, Social, Intelligence, Perception Knowledge WS 29 BS 30 (35 with carapace, 45 with MIU) S 26 (36 with carapace) T 31 AG 31 PER 40* WP 41 INT 49** (IB 6) FEL 49** INF 53 *Denotes Purchased Upgrade +++ - Armor:
A gift from the Gauss gene-line masters when he reached the rank of Archmagos, its protective quality is undeniable. The base pressure carapace is a fully-sealed voidsuit, supported by a nanobotic network that repairs any breaks near-instantly avoiding explosive decompression. In addition, it contains a series of elaborate power-assisters and sensorial boosters, giving it similar augmentations to high-grade power armor. Once obtained, he requested his electro-priest allies to install elaborate lumen-heraldry in the pattern of technogramatic wards and coded exhortations, disguised within a more human series of tapestries and heraldries to impress mortals. The faceplate has also been make retractable, allowing him to easily reveal his human face in those moments where human interaction takes primacy Pressure Carapace: Given their intended use, suits of pressure carapace are somewhat resistant to the normal tears and punctures that are a hazard in vacuum combat. Against any attack that would normally cause a suit puncture, roll 1d10—on a 6+, the suit’s construction holds up and no puncture is caused. Higher-quality versions of the armour contain an exotic fluid layer that swiftly welds shut any breaches in the suit. A Good or Best craftsmanship suit of pressure carapace cannot suffer from breaches or punctures. Upgrades: Lumen-heraldry: The imagery on the armour grants the wearer a +10 bonus to Intimidate and Command Tests, but also imposes a –30 penalty on Concealment Tests, as the luminous shapes make it difficult to hide. The heraldry contains a power source, which must be recharged after 5 days of use (if the armour already has a power source, it can be connected to that instead with no noticeable drawback). (Hostile Acquisitions p. 64) Power Assisted: Armour with this upgrade adds +10 to the wearer’s Strength characteristic, and the weight of the armour does not count for calculating the wearer’s normal carrying limit. (Attached to potential coil) (Hostile Acquisitions p. 64) Auto-senses As long as the user wears the upgraded helmet, the wearer gains a +5 bonus to his Ballistic Skill and a +10 bonus to all Awareness tests based on Sight and Hearing. (Enemy Within, p 149) Good Photo-visor Characters wearing these gain the Dark-sight trait (see page 135). Good craftsmanship visors also dampen the effects of photon flash grenades, making the wearer immune to their effects. Inbuilt Microbead
Armor Additions: Best, +10 str, +10 Aw, +5 Bs, +10 Command/Intimidate, -30 concealement, Immune to flashbang OR - August Robes (As best armored bodyglove) (4 AP Body, Arms, Legs):
Commisioned to serve as his primary protective armor when amongst nominal allies, these robes can only be worn when Augustus has removed all his mechadendrites (as fabricated flesh). When in “safe” spaces, it is sufficient for its purposes. Armoured bodygloves are a favourite for assassins, as they offer full body protection with little or no reduction in mobility. Each bodysuit is normally tailored to the wearer, and can vary in effectiveness depending on the materials used from simple flak protection levels to degrees rivalling the finest carapace armour plating. Many are simply worn underneath normal clothing or robes so as to not reveal their nature.
Armor Additions: Best, +10 Command/Intimidate, -30 concealement +++ Wounds: 13/13 Fate Points: 4 Movement: 3m/6m/9m/12m Crit Damage: 0 Fatigue: 0 +++ Insanity: 0/100 Corruption: 0/100 +++ Skills:Awareness (Per) (+40 from implants/tech) Charm (Fel) (+10) (+20 vs mechanicus, +10 vs carcharodons, voidfarers) Command (Fel) (+30 vs mechanicus, +20 vs carcharodons, voidfarers with armor lumen-heraldry) Common Lore (Int) (All known) (+20 from implants) - Adeptus Mechanicus Commerce (Int) Deceive (Fel) (+20 vs mechanicus, +10 vs carcharodons, voidfarers) Forbidden Lore (Int) (+20 from implants) - Mutants - Xenos - Archeotech Inquiry (Fel) (+10 with MIU) Linguistics (Int) (+10 implants) (Any untrained) -Low Gothic -Techna-Lingua +20 Logic (Int) (+30 from implants, +10 MIU) Medicae (+20 with servo-skull & mechadendrite, +40 in medical bay) Scholastic Lore (Int) (All known) (+1 DoS) (+30 from implants) -Tactica Imperialis Scrutiny (Pe) +10 Tech-Use (Int) (+10 with MIU) Trade (Int) -Augmenticist (Bionic & biotic enhancement creation) (+10) +++ Talents - Peer (1) (Adeptus Astartes, voidfarers) Peer (2) (Adptus Mechanicus), Peer (1) Voidfarers:
He gains a +10 bonus to all Fellowship and Influence tests when interacting with this chosen group, and at the GM’s discretion can sometimes call upon them for favours.
- Air of authority:
When making Command Skill Tests, the character may affect a number of targets equal to 100 times their Fellowship Bonus rather than just 10. If he character is giving an Order to his Squad, the order’s range is increased by 100 metres. This Talent has no effect on hostile targets and only affects NPCs.
- Heroic Inspiration:
Use Inspire Special Use of the Command Skill as a Half Action.
- Clues from the crowd:
Once per day, he can re-roll a test made to gather information from a group of people.
- Mechadendrite Use (utility):
Including such varied types as Manipulator, Medicae, Utility, Optical, and countless others, these generally require less hardy mountings, but all function in a similar manner.
- A machine of flesh (Sonar Sense):
A creature with this Trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 metres. Other creatures within range, and that succeed on a Difficult (–10) Awareness Test, may detect the curious keening.
- Halo of command:
The Acolyte has trained himself to better to lead and sway others, either motivating or terrifying those around him to greater levels. When targeting friendly NPCs through skills that have either the Social or Leadership Aptitudes (such as Charm, command, and Intimidate), he can affect those within 100 times his Fellowship bonus in metres rather than 10 times that number.
- Master Orator:
The character has learned the techniques required to influence large audiences. When the character uses the Charm or Intimidate Skill to affect more than one person, they may affect a number of people up to a 100 times their Fellowship Bonus rather than just 10.
- Infused knowledge:
The Acolyte has been imbued with a great breadth of lore, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and learning. He counts as having all Common Lore and Scholastic Lore skills at rank 1 (Known)—basically, he knows something about everything. If he wishes to later improve his Lore skills, these advances must be bought using experience points (from rank 1) as normal. He also adds one degree of success to any successful Common or Scholastic Lore tests, due to his ingrained training.
- Inspire Wrath:
The character’s personal vitriol and bitter hatred is so ingrained in his being that he can inspire the same hate in others. As a Full Action, the character can make a Charm Test to grant the effects of the Hatred Talent to their Squad, or any people in their immediate vicinity. Success on the Test grants the Hatred Talent to the listeners (with the object of hate chosen by the character) for the duration of an encounter. Listeners can resist the effects of the character’s speech (and therefore not be burdened with his chosen hatred) by passing an Opposed Willpower Test against the character’s Charm Skill Test. Inspire Wrath affects a number of people up to 10 times the character’s Fellowship, which can be increased with the use of the Master Orator Talent as normal. Both players and GMs should bear in mind, however, that once a crowd has been inspired to hatred or mindless anger, the effects can be unpredictable and are seldom exactly as the character intends.
- Foresight:
Logic and analysis do for the character what animal entrails and the bones claim to do for the superstitious masses. By careful consideration of all the possible consequences and examination of all evidence and information, the character can identify the best path for success. By spending ten minutes studying or analysing a problem, the character gains a +10 bonus to his next Intelligence Test or a Skill Test based on Intelligence.
- Lexographer:
From years poring over dusty tomes and examining ancient ruins on forgotten worlds—and perhaps even speaking face-toface with inhuman beings—the Acolyte has become an expert in deciphering lost human languages as well as those of xenos. The character can attempt any Linguistics skill in which he is not trained as an untrained skill test as if it were not a Specialist skill.
Weapon Training (SP) +++ Cybernetics, Augmentics and Bio-implants - Artifact luminen barrier (as best conversion field, 50% overload 1%):
During a childhood field trip into the ancient vaults of the Relic-World Skaros, Augustus happened upon an old portable database that he kept secret from his caretakers. Studying it in privacy, he discovered it described a complex, miniaturized defensive field that took its energy directly from a potential coil. Unsure how to create it himself, he contacted a group of corpuscarii electro-priests of the Cult of the Luminen Lord*, negotiating his first true deal: the priest would implant him with one (and further maintenance) in exchange for the plans. He has kept a few of their number amongst his servants due to their consummate unity with the motive force. Similar to a best-quality conversion field, the Luminen Barrier absorbs the energy impacting it. It pulls its base power from the tech-priest’s Potentia Coil. If it absorbs large amounts of damage (more than 12) it emits an intense burst of light directly from the tech-priests Electoo Inductors, blinding surrounding foes. Due to the high levels of energy emmited, armor & thick clothing can be damaged in those situations. To avoid these issues, Augustus has connected the inductors to lumen-heraldry on his armor, ensuring the light will only impact the outside. Mechanics: If the conversion field blocks more than 12 points of damage from a single attack, the release of light is strong enough to act as a photon flash grenade burst centred on the wearer (see page 158). The character wearing the conversion field is unaffected by this burst.
- Neuro-amplifier Implant (As good cerebral implants + calculus logi upgrade + memorance unit + good MIU:
Augustus considers these his masterwork as an augmenticist. Following years of neural mapping, alongside decades of mechno-genomic optimization, the neuro-amplifier implant is a complex series of hyperdense neural nodules interspersed inside his brain connected by optical fibers for high-bandwidth light-speed data transmission. The increased connectivity has drastically augmented his intellectual prowess. Specifically optimized for his own eugenically-optimized brain, he knows it could not be reproduced easily, though he may try if asked. The integration of fiber-optical neural communication has allowed easy integration of an MIU, with light signal directly from the brain to any electronic linkage. This increased connectivity speed has allowed him to connect more efficiently with those machines he must deal with. Mechanics: Good Cerebral Implants: These grant the user the Unnatural Intelligence (2) trait and a +20 bonus to Logic and Lore tests, thanks to the superior mental capabilities he now enjoys. Memorance Implant: It provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value. (Also, as Total Recall) Calculus Logi Upgrade: This implant grants the user a +10 bonus to Literacy, Logic, and Scholastic Lore tests. Good Mind Impulse Unit: Good models grant a +10 bonus to commune with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill tests made as part of interfacing with the MIU systems.
Mechadendrites:- Medicae Mechadendrite:
This model hosts a variety of medical and surgical tools ideal for combat first aid, and grants a +10 bonus to Medicae and Interrogation tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug. In addition to providing first aid, the mechadendrite’s flesh staplers may be used to staunch Blood Loss as a Half Action. A small chainscalpel attachment reduces the difficulty of limb amputation to Challenging (+0). Once per round, the character can 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 Balanced quality that inflicts 1d5 Rending damage, Pen 0.
- Utility Mechadendrite:
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 TechPriest 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 that inflicts 1d5 Rending damage, Pen 2.
+++ Items - Augustus's Regicide Set:
One of his first major mechanical projects at the age of 4, this elaborate regicide set is made of an electro-magnetic board, locking the pieces into place when not in use and allowing their movement through voice-commanded magnetic levitation. He had originally included a small servo-brain to allow him to play against a virtual opponent, but has since removed it as it proved too easy to defeat. This is the sole mechanical project he has maintained over the years, and it remains in optimal condition. These days, it serves mainly as a memetic distraction during discussion, allowing him to occupy the intellectual portions of his opponent’s mind and easing negotiation. Mechanics: A typical regicide game takes 1d5 hours, and while it usually has no in-game effects, the GM can offer benefits to well-roleplayed games such as a +10 bonus to Fellowship based tests with the opponent for the following day.
- Tyrex Targeting Monocle:
A gift from the rogue trader Haberus Tyrex for averting a revolt by his crew, this advanced system is nearly indistinguishable from a normal one. Elements of Augustus’ maglev coils keep the monocle stuck to his face. Mechanics: A motion predictor adds a +10 bonus to any Ballistic Skill test made as part of a Semi-Auto Burst or Full Auto Burst action.
- Archmagos-Factor Backpack:
The need to hide their obvious augmentations is critical for a tech-priest factor. Mechadendrites are among the hardest to make appear normal. For this purpose, Augustus commissioned a backpack where his mechadendrites could be retracted. This allows them to be hidden while appearing as a normal, mortal backpack during field operations. It has since integrated a number of devices, including a long-range auspex and a partial ammo backpack. It also contains a series of servo-skull mounts; when connected, the suspensor within aid Augustus in carrying the admittedly heavy backpack. Mechanics Good Auspex: A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30. Ammo backpack: These items hold 80 rounds of ammunition for Plasma and Melta weapons, Hellguns or Hellpistols, 300 shots for other Las weapons, 200 rounds of ammunition for SP or Bolt weapons, and 60 shots for Flame weapons. A weapon connected to a backpack power pack uses the power pack for its ammunition and ignores its normal clip size. Backpack ammo packs or power packs weigh 25 kg. Servo-skull mounts: (invented mechanic, will need approval): To be able to carry the backpack, Augustus needs at least 2 servo-skulls mounted to provide suspensor support. While the skulls are mounted, they cannot provide assistance to Augustus.
Last edited by Wendigo Bob on Mon Mar 11, 2019 1:27 pm; edited 31 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Fri Dec 07, 2018 3:52 pm | |
| Character Creation:
Homeworld: High-born
highborn rules A highborn character applies the following benefits during character creation: CharaCteristiC modifiers + Fellowship, + Influence, – Toughness fate threshold 4 (Emperor’s Blessing 10+ homeWorld bonus Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1). homeWorldaPtitude Fellowship Wounds A highborn character starts with 9+1d5 wounds.
Background: Cult of the Omnissian Mechanism Starting skills Scrutiny, Common Lore (Adeptus Mechanicus), Logic, Medicae, Tech-Use, Forbidden Lore (mutants) Starting talents Mechadendrite Use (Utility), Weapon Training (SP) startingtrait Mechanicus Implants (see page 137). Starting Equipment Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents Background Bonus Inheritor of the omnissiah: Members of this cult frequently undergo extensive genetic enhancement. An omnissian begins with a single mutation from the “A machine of flesh” options, without counting as a “machine of flesh” rank or requiring the prerequisites. Background Aptitude Knowledge or Tech
Role: Magos Factor
Magos factor
Pre-requisite - Ad Mech background
Role Aptitudes Fellowship(Doubled; replace with Fieldcraft), Social, Intelligence, Perception, Knowledge
Role Talent Clues from the Crowds or Keen Intuition (not sure about these – what do you think Wendigo?)
Role Bonus Sway the Masses: Sway the Masses: In addition to the normal uses of Fate points (see page 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. Fabricated Flesh (DH1 Lathes book, p46)
Last edited by Wendigo Bob on Sun Dec 09, 2018 5:53 pm; edited 3 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Fri Dec 07, 2018 3:53 pm | |
| Stat rolls: - Rolls:
Finally something decent! WS 9 BS 10 S 7-3 (div) T 11 AG 11 PER 15 WP 18+3 (div) INT 19 FEL 18 INF 19 Wds: 13 FP: 4
Last edited by Wendigo Bob on Tue Dec 11, 2018 5:00 pm; edited 6 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Sat Dec 08, 2018 5:31 am | |
| Starter Skills: -Scrutiny -CL (Admech) -Logic -Medicae -Tech-use -Forbidden Lore (Mutants)
Starter Talents: -Clues from the Crowd -Mechadendrite Use (Utility) -Weapon Training (Las-weapons) -A Machine of flesh (1) (Sonar Sense) Starter traits -Mechanicus Implants
XP: 6500/6500
Elite Advance: Explorator's Writ
Stat Advances:
Intelligence (1, 2) 350 Perception (1, 2) 350 Fellowship (1, 2) 350
Skills: Charm (1,2) (100+200)) Command (0) Scrutiny (1,2) (0+200) Commerce (1) (100) Inquiry (1) (100) Lore: Scholastic (Tactica Imperialis) (1) (100) Trade (Augmenticist) (1,2) (100+200) Deceive (1) (100) Lore:Forbidden (mutants) (1) (0) Linguistics (techna-lingua) (1,2,3) (100,200,300) Forbidden lore (xenos) (1) (100) Forbidden Lore (archeotech) (1) (100) CL (Admech) (1) (0) Logic (1) (0) Medicae (1) (0) Tech-use (1) (0) Awareness (1) (100)
Talents: Peer (1) (Carcharodons) (200) Peer (1,2)(Adeptus Mechanicus) (0+200) Peer (1) (voidfarer) (200) Air of authority (200) (Only War core rulebook) Heroic Inspiration (200) (Only war, Shield of humanity) Master Orator (400) (Only war, core) Infused knowledge (400) Lexographer (300) Clues from the Crowd Mechadendrite Use (Utility) Weapon Training (Las-weapons) A Machine of flesh (1) (Sonar Sense) Halo of command (400) Inspire wrath (300) (Only war, core) Foresight (300) (only war, core rulebook)
Last edited by Wendigo Bob on Sat Jan 19, 2019 4:30 pm; edited 9 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Sun Dec 09, 2018 12:37 pm | |
| Authority of Mars (500xp)
Each exploratory fleet has a leader; the Fabricator-explorator. This tech-priest holds the Writ of the Explorator, a powerful set of authority-code allowing them absolute power within their fleet, and the right to range far beyond imperial borders & conventions. For it is their task in the quest for knowledge to explore and rediscover the secrets of the past. Writ of the explorator: A complex document similar to a rogue trader’s warrant, the writ contains all information regarding the explorator’s privileges and power. The fabricator-explorator has access to all secured locations within their explorator fleet, they have alpha-level authority code to access all the fleet’s systems, and all the fleet’s machine-spirits bend to the holder’s will.
Grants the Fabricator Explorator; + 10 command vs any mechanicus of a lower explorator rank. Grants +10 influence stat, and the skills command and peer machanicus | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Sun Dec 09, 2018 5:28 pm | |
| Must-haves: -Maglev coils -Utility Mechadendrite -Medicae Mechadendrite -Memorance Implant -Monotask servo-skull (medicae) -Monotask servo-skull (augury) -Pressure Carapace (RT hostile acquisitions, p 62) -Conversion field -Regicide set -Good Mind Impulse Unit
Nice to have: -Good cerebral implants -Monotask servo-skull (Medicae, good) -Better-quality conversion field -Best armoured bodyglove -Targeting monocle (RT Into the storm, p 132) -Locke-pattern long-range auspex (RT Into the storm, p 136) -Calculus logi upgrade | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Wed Dec 12, 2018 4:10 pm | |
| Trusted AlliesPatronia Liberinadeam (Name taken by members of the void-clan after their liberation) Born in the abject squalor of the slave-pits of the pirate ship Quadam, Patronia’s only source of respite where the stories of her elders, of the ancient times when they were proud voidsmen serving in the emperor’s navy. When they saw the haughty, red-robed figure above the pit negotiating with their cruel masters, they thought they were simply exchanging one torturer for another. But when he floated down on a cloud of nothing, with a genial smile, wreathed in a faint golden glow that seemed to drain her pain and fatigue away, she was amazed, asking him “are you the emperor”? He said he was not, but that he was one of his many servants, come to free them from their bondage. In the following moments, her fellow voidsmen rose, their limbs filled with strength and vigor. From the visitor’s robes came forth many weapons and implements of death, and he said with inspiring conviction “Rise, for you are Free, void-walkers. Take these tools and regain your pride against those who would enslave you”. An unfathomable rage overtook the crowd, taking the weapons and rising up against the pirates. With red & gold skitarii supporting them, the former slaves slaughtered their captors and regained their pride. While the pirate captain managed to flee, the rest were put to the sword. Once they were all free, the visitor presented himself as Magos Augustus, offering them a choice. Come to serve on his ship, or join the imperial with his blessing & support. Most elected to follow him. But Patronia elected to join the navy and see the galaxy. With the support of Augustus, she joined the naval academy. Over a distinguished carreer she rose to the rank of captain. Wanting to rejoin her kin, she returned to serve under Augustus. Augustus welcomed he back, making her his first officer and now, the captain of the Single photon. None but Augustus or one of the clan could ever lead this crew. Personality:A gruff and direct individual, Patronia practices strict discipline and tolerates little dissent, as Is the fashion in the navy. This has led to some grumbling, though her status as a clan-member has allowed her support from the clan elders. When not working, she ensures her whole crew is constantly training, doing a daily exercise regimen with her officers and pushing them to do the same with their crewmen. Magos Genetor Leoran VII, Aprenta to Archmagos Augustus (Master Chirurgeon, single photon; Biologis tooth)Born and trained on the forge-world Incaladion, Adept Leoran spent much of his life trying to separate himself from the dark history of that world that was rumored to worship Xenos & chaos. Through significant effort, he managed to become seconded to Firest, serving the Aurora chapter of space marines. After several decades of work, he realized the limitation of biology-only augmentation, and sought out a master to learn the secrets of the mind. Through his links to the cult of the Omnissian Mechanism, he managed to contact Archmagos Augustus and convinced him of his significant skills as a gene-wright. For the last 2 decades, he has served effectively under Augustus, contributing greatly to the advance of the Athena Project and to their proposal for an Explorator fleet. Augustus considers him his most trusted confidant & partner. While his knowledge of the ways of the factor have allowed him to better interact with people, he remains fairly uninterested in “normal” human interaction. Personality: Unnaturally calm. Rarely speaks unless spoken to. Tends to be stuck in his own thoughts and activities, only going beyond them when asked by others. Uses logical reasoning most times, but has started accepting some emotions due to his wider learning of the ways of the factor. Magos Artisan Foreal Dashan (Prime Enginseer-Single photon; Artisan Tooth) Saved by Augustus from accusations of tech-heresy several decades, this Magos Technicus left with Augustus to avoid further scrutiny. He has fulfilled his purpose competently, though she wonders if Augustus might hold the knowledge to condemn her. Foreal is an experienced Archeotechnologist, a bit too interested in trying to reproduce the secrets of the past. While her rank (and Augustus) currently protects her from accusation of meddling with the secrets of the ancients, she must still tread lightly, as even Augustus couldn’t protect her should she be too overt. Personality: A very inquisitive personality, she has maintained her emotions intact despite extensive physical augmentation. When faced with a problem, she tends to decompose it into smaller sub-units to better understand the whole how the work together to create the whole. She focuses her discussion upon her “official” work, telling little of her own research with others. Magos Electro-priest Julius Anthetos (Juris Tooth)Born of the forge-world of Skaros Primus, Electro-priest Anthetos studied the mysteries of the potential coil and became a corpuscari electro-priest. Involved within the cult of the luminen lord, he believes he may have the potential to become this avatar of the Motive Force. Due to his long experience within the mysteries of the machine-cult, as well as his reputed closeness to the Motive Force, he was recruited by Augustus to serve as Magos Juris in the fleet, keeping his tech-priests safe from the perils of tech-heresy. He hopes that Augustus will have further luck (like with his Artifact Luminen Barrier) and allow his order to advance their knowledge of the potential coil. Astropath Ascendent Laberan DeveresAugustus & Laberan first met during an archeological dig on Skaros Primus. Skaros primus was an important center during the dark age of technology, and held embassies for many of the smaller human star-empires found in the region. The embassy being excavated had belonged to the Jaicro empire, a dark age civilization said to use psyker-commandoes, and to have developed a number of technologies using psychic power. Augustus had been sent to the excavation to manage personnel. Laberan Deveres had been sent by the Scholastia Psykana to ensure no ancient psy-tech fell into the wrong hands. Due to the detailed & careful activity of the archeologists, these two passed the time playing regicide and discussing about a variety of scholarly subjects. Laberan had a particular interest in psy-tech, and was very knowledgeable about archeotechnology and the ancient methods used in the dark age to harness psykers & navigators. Augustus was glad to speak with a telepath, as he had always been curious about the impact of the warp on the machine of mind. While the excavation proved fruitless, Augustus & Laberan stayed in contact, playing regicide by message and discussing salient issues. When the exploratory expedition came together, he invited Laveran to serve as Astropath Ascendant of the fleet. Personality: Like most psykers, Laberan is possessed of considerable willpower, and rarely accepts refusals from other. His curiosity is intense, wanting to learn all he can, and will frequently involve himself in the data-acquisition of others.
Last edited by Wendigo Bob on Wed Jan 16, 2019 5:31 pm; edited 2 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Wed Dec 12, 2018 4:10 pm | |
| Clan Libernadeam, the Liberated Void-walkers The exact origin of this voidfarer clan is found in the early ages of the imperium. The void-walkers came from the Saturnine fleets, who became scattered all over the imperium after the Horus heresy in a great many fleets. Augustus recognized their genetic structure, their clan-marks and their distinct mannerisms while looking for crew to replace those lost from the Single Photon. He was merely the High Factotum, but he hatched a plan to gain their service & loyalty. He arranged a deal with their owner to purchase the crew. While he negotiated, his skitarii snuck into key locations to weaken the pirates. Once the negotiations had completed, Augustus went to “inspect” the voidsmen. He floated down on a cloud of nothing, with a genial smile, wreathed in a faint golden glow that seemed to drain their pain and fatigue away, a young girl was amazed, asking him “are you the emperor”? He said he was not, but that he was one of his many servants, come to free them from their bondage. In the following moments, the voidsmen rose, their limbs filled with strength and vigor. From the visitor’s robes came forth many weapons and implements of death, and he said with inspiring conviction “Rise, for you are Free, void-walkers. Take these tools and regain your pride against those who would enslave you”. An unfathomable rage overtook the crowd, taking the weapons and rising up against the pirates. With red & gold skitarii supporting them, the former slaves slaughtered their captors and regained their pride. While the pirate captain managed to flee, the rest were put to the sword. As the clan where able to slay their captors, it gave them a tremendous boost of pride, and an exceptional loyalty to the man who freed them (just as Augustus had planned). Since then, they worked with great vigor to regain the skills their clan had long held, true veterans of blood & deed. This payed off even further, when they refused to serve under anyone other than Augustus. They have since served with great distinction, pushing themselves ever-further under his guidance. Personality: Members of this clan are all quite intense, putting their full will into everything they do. They respond eagerly to orders, though they only accept them from Augustus & others from the clan. They get aggressive when faced with others who try to order them around, never wanting to return to their former bondage. This has led to trouble at times, and is one of the reasons Augustus chose Patronia (who had served in the navy) as their captain, for she knew how to react appropriately to orders from higher in the hierarchy. They despise pirates and all other raiders. The clan’s long life in the void means they are more comfortable in space than in regular gravity. Having been expertly equipped by Augustus, they have developed considerable skills with technology, with most referring to the emperor as the omnissiah (even if they don’t follow all the strictures of the cult mechanicus). | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Wed Dec 12, 2018 5:47 pm | |
| AlliesFactor Zensouni (High Factotum)Another follower of the cult of the Omnissian Mechanism, she petitioned to join Archmagos Augustus. She is young and ambitious, and shares Augustus’s dream of a forge-world where their cult might have primacy. She still needs to prove herself however, and he has given her the post so she may. Her main flaw is he inexperience, the vigor of youth pushing her to act aggressively with limited forethought. Augustus knows wisdom can only be taught through experience, and has elected that she should learn some before he advances her studies. Moana Tzemopoulos, High Warp-Guide of the fleetThe ancient Tzemopoulos clan of navigators has a long history of loyal service due to their association with rogue traders since the beginning of the great crusade. Coming from the same sector as Augustus, Moana was recruited due to her extensive experience outside of imperial space, as well as her position of leadership inside her clan. The extensive mutations affecting navigators have left her appearing very small with a disturbing presence and unnatural grace. She currently leads the contingent of navigators within the fleet, a dozen brave souls capable of seing in the warp. She has currently arranged the navigators to work in 3 8-hour shifts, with several navigators in stasis in case of warp-catastrophy. Navigating the halo zone is taxing to navigators, and without her shift-based method they could easily die of exhaustion facing the dangers beyond the emperor’s light. Magos Dominus Lilithus (Dominus Tooth, Captain of the Omnissiah’s vigil)Dominus of the vast servitor crew of the Omnissiah’s Vigil, Adept Lilithus is the effective captain of the Omnissiah’s Vigil. She accepted Augustus’ invitation to join his exploratory fleet, knowing his ambition would likely help hers. She hopes one day to rule over a vast forge-fleet crewed entirely by servitors under her command, though she knows this is still a distant dream. Currently she is petitioning him for gene-worked clones from Augustus, so as to optimize the quality of her Murder Servitors. She is a very demanding individual, in that she will always try to push for more than she knows she can obtain. If she can, she will render every corpse into servitors, and recover any fallen ship they can to add to their fleet. She tends to disregard the value of those humans that are not tech-priests or skitarii, seeing them as a waste of flesh.
Last edited by Wendigo Bob on Wed Jan 16, 2019 5:34 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Mon Dec 17, 2018 5:58 pm | |
| The Athena Project
A plan to create a unique, female gene-force, inspired by the astartes though utterly unique. | |
| | | Carnelian Senpai
Posts : 2226 Join date : 2017-10-20 Age : 49 Location : UK
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Thu Dec 20, 2018 1:22 pm | |
| - Wendigo Bob wrote:
- Must-haves:
-Maglev coils -Utility Mechadendrite -Medicae Mechadendrite -Memorance Implant -Monotask servo-skull (medicae) -Monotask servo-skull (augury) -Pressure Carapace (RT hostile acquisitions, p 62) -Conversion field -Regicide set -Good Mind Impulse Unit
Nice to have: -Good cerebral implants -Monotask servo-skull (Medicae, good) -Better-quality conversion field -Best armoured bodyglove -Targeting monocle (RT Into the storm, p 132) -Locke-pattern long-range auspex (RT Into the storm, p 136) -Calculus logi upgrade All approved. You need a decent weapon/s. Even if you aren't particularly skilled in it a high ranking tech priest ain't going to be using a hand cannon, of if they do its heavily modified. | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Augustus Archimedes Tycho Faraday-Gauss, Magos Factor Sun Jan 20, 2019 8:06 am | |
| Possible future talents - Ambasador Imperialis:
Tier: 2 Prerequisites: Fellowship 35, Intelligence 35 Cost: 300
Whether from serving in the fleet of a Rogue Trader or dealing with xenos mercenaries on frontier worlds, the Acolyte is experienced in dealing with alien and the most divergent of non Imperial cultures, able to avoid the subtle faux pas that can so easily cause a negotiation to deteriorate into bloodshed. The character reduces any penalty to Interaction skill tests for dealing with xenos or non-Imperial NPCs by 20. In addition, once per encounter, he can reroll a failed Interaction skill test when interacting with such an NPC.
- Xenosavant:
Tier: 2 Prerequisites: Rank 3 in Forbidden Lore (Xenos–Any) Cost: 300 In his study and prosecution of the xenos threat, the Acolyte has become well-versed in the ways and forms of the myriad alien races that menace humanity. The character can attempt any Forbidden Lore (Xenos) test in which he is not trained as an untrained skill test as if it were not a Specialist skill.
- Archivator:
Tier: 2 Prerequisites: Int 40
Cost: 300 Whether through years of experience or specialised training, the Acolyte is a master of mining nformation from the Imperium’s countless archives. From delving into deep info-crypts to searching mouldering librarium stacks and deciphering ancient tech-slabs, the Acolyte can uncover knowledge thought long lost. When making a Scholastic Lore or Forbidden Lore test utilising sources of recorded information of any sort, such as cogitators, tomes, info-nets, and data-slates, the character can reroll a failed test once with a –10 penalty. In addition, tests to perform research or find information in these circumstances take half the usual time.
- Inspiring Aura:
Tier: 2 Prerequisites: Halo of Command Cost: 300 The Acolyte’s strength of will inspires those under his command and his comrades in equal measure. Looking to his faithful example, his allies can overcome their own fear in order to do the Emperor’s work. The character can affect allies of any kind—not only subordinates—with the Terrify special use for the Command skill (see page 101 of the DarkHeresyCore Rulebook). This need not represent threats and intimidation, but might represent inspiring words, encouragement, or sheer steadfastness in the face of terrifying foes.
- Keen Intuition:
Tier: 1 Prerequisites: Int 35 Cost: 200 The Acolyte has trained extensively to notice objects that seem out of place or hidden. This can bring the smallest irregularity to prominence, revealing the heresy festering beneath the surface. After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.
- Maglev Transcendence:
Tier: 2 Prerequisites: Maglev coils Cost: 300 The Acolyte has learned how to better use his implanted maglev coils, and can hover for a number of minutes equal to 1d10 plus twice his Toughness bonus. He can move his Run speed when making a Half Move action and suffers no damage from falling if the coils are active. Each use drains half the power stored in the coils (therefore he can use the coils twice before recharging them).
- Superior Chirurgeon:
Tier: 3 Prerequisites: Rank 2 in Medicae skil Cost: 400 The Acolyte’s advanced medical training enables him to knit flesh with deft mastery, essential for treating combat casualties. His exceptional education in use of the Narthecium, Med-Slate, and supplemental drugs give his patients an enormous advantage. He gains a +20 bonus on all Medicae skill tests. When providing first aid, he ignores the penalties for Heavily Damaged patients and only suffers a –10 penalty for those suffering Critical damage.
- Mastery:
Tier: 3 Prerequisites: Rank 2 in Medicae skil Cost: 400 The Acolyte has mastered a single skill. He can spend a Fate point to automatically pass a skill test with his chosen skill, provided the final modifier to his skill test is Challenging (+0) or better. He scores a number of degrees of success equal to the characteristic bonus of the skill’s associated characteristic. This talent may be taken more than once, each time for a different skill.
- Weapon-tech:
Tier: 1 Prerequisites: Intelligence 40, Tech Use +10 Cost: 200 The Acolyte calls upon the blessings of the Omnissiah, channelling his faith into his weapon and performing armament rituals to more readily smite his foes. Once per combat encounter, as a Free Action, this character may enhance any Melta, Plasma, Power, or Exotic weapon he is personally wielding. This increases the weapon’s damage and penetration by an amount equal to the character’s Intelligence bonus until the end of the round.
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