Name: Skal Mungrove, Enginseer
Race: Human
Archtype: Idolitrex Magos of Forge Polix
Pride: Craftsmanship
Disgrace: Regret
Motivation: Innovation
Alignment: Unaligned
Special Abilities: Blasphemous Studies, Necessary Modifications, The Quick and The Dead
WS: 33
BS: 32
S: 35
T: 36
Ag: 34
Int: 59
Per: 35
WP: 47
Fel: 32
Inf: 47
Movement: Half: 3, Full: 6, Charge: 9, Run: 18
Wounds: 13/13
Corruption Points: 15
Gifts of Chaos: Blood Substitution
Skills
Common Lore (War, Tech +10, The Hollows)
Dodge
Forbidden Lore (Warp, Xenos)
Interrogation
Linguistics (Low Gothic, Techna-Lingua)
Logic
Scholastic Lore (Occult, Numerology)
Tech Use +10
Trade +10 (Armorer)
Talents
Armour Monger
Blasphemous Incantations
Die Hard
Enemy (Adeptus Mechanicus)
Jaded
Lesser Minion of Chaos (Servitor)
Mechandendrite Training (Utility, Weapon)
Paranoia
Psy Rating (x1)
Technical Knock
Weapon Training (Las, Primary, Power, Shock)
Psychic Powers
Doombolt (Core)
Harrier Imps (Core)
Cybernetics
Embedded Auspex (Good Craftsmanship)
Ferric Lure Implants
Dendrite Blade
Mind Impulse Unit (Best Craftsmanship)
Utility Mechadendrite
Armor
Light Carapace Armor
– Arms, Body, Legs: 7
Weapons
Lasgun (Best Craftsmenship): 1d10+3 E; 100m; S/3/-; Pen: 0; Clip: 60; Rld: Full; Reliable
– Red-Dot Laser Sight
Fallen Magos Power Axe: 2d10+4 E; Pen: 6; Power Field, Unbalanced
Gear
Unholy Unguents
Dataslate
Minion
Name: 1CA234
Race: Servitor
WS: 01
BS: 30
S: 10
T: 20
Ag: 20
Int: 03
Per: 10
WP: 05
Fel: 02
Movement: Half: 2 Full: 4 Charge: 6 Run: 12
Wounds: 14/14
Skills: Athletics, Perception, Dodge
Talents: Deadeye Shot, Sound Constitution (2), Rapid Reload, Weapon Training (Heavy)
Traits: Auto Stabilized, Machine (2), Natural Armor (4)
Weapons
Heavy Stubber: 1d10+5 I; 100m; -/-/8; Pen: 3; Clip: 75; Rld: 2 Full
Goals
– Loyalty to Forge Polix
– Your loyalties still belong to Forge Polix. Your travels and gained knowledge are to
return there one day.
– The Pillars of Eternity
– The Necrons posses technology beyond anyone's knowledge. You plan to change that.
– Creations of Warp and Tech
– Technology only gets you so far. The warp will make it go further. You toil over projects
everyday that combine tech and the warp.
Background: Skal fell to the dark powers of the warp when serving his time in the Adeptus Mechanicus. He knew more could be done but the methods were frowned upon. He did not care and decided to proceed with his projects in secret. The Inquisition soon found out about these projects and Skal fled Imperium space. He wound up in the Screaming Vortex and Forge Polix. There Skal has been able to carry out his projects in relative peace.
Today Skal is on a mission for more knowledge to bring back to Hive Polix and help its war efforts. The Necrons and their xenos technology are like a beacon to Skal. What he could learn from them could be the tipping point in the war for Hive Polix.