Via Scientia - The Road to Knowledge

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Adhoc vote count started by Artemis1992 on Feb 26, 2024 at 3:40 AM, finished with 25 posts and 14 votes.


Well then, looks like you are playing Magos Explorator Vitruvius Crurium, from Styies VIII.

I'll do the last stat-roll myself and then get writing on your character-options.
Artemis1992 threw 3 10-faced dice. Total: 11
1 1 5 5 5 5
 
To the Stars
As you board the shuttle that will bring you to your new ship, you notice a touch of sentimentality in your emotional recorders. Considering it for a moment, you choose to experience the feeling unfiltered as you think back on your time on Stygies VIII.

A child of menials, that had the luck and intelligence to pass the annual aptitude-tests for the Schola Adeptum, that had the endurance to learn endless hours on topics both important and some merely taught to weed out those who lacked the diligence and fortitude to become a Techpriest.

Years as a proper Acolyte after meeting those first and lowest expectations, more years as a Lexmechanic, processing a most minor portion of the sacred data-flows that even the most minor of manufactorums creates, and finally even more years as an Enginseer, gathering experience in the Practica of the blessed Rites of Maintenance and Repair.

Finally, having proven your right to your Mechadendrites and to the lofty title of Magos, you have spend the last years preparing for this Holy Quest ahead of you, learning the crafts of Captaincy and Navigation, of contacting the Unenlightened without causing unnecessary hostilities, lessons of war and combat and of course many secrets of the Ancients, to unseal the vaults of long-lost Mechanicus Outpost, to see the signs of buried Dark Age colonies and many more important details.

Still, not all men are equal and not all lessons suit each equally, and so you too have your strengths and weaknesses:

You have the stats Martial, Diplomacy, Administration, Intrigue, Willpower and Prowess.
Your base values in these are 9, 19, 13, 17, 13 and 10.
Martial: Your mastery of the battlefield, of strategy and tactic. If you are leading people into combat, this stat will be applied, both in the Void and in the clash of armies or of combat-teams.
Diplomacy: This is your ability to negotiate, to smooth over problems, to avoid offending the people you are trying to cooperate with.
Administration: You ability to keep your ship in order and the production running, to solve logistical problems and to understand finance.
Intrigue: Your ability to lie and cheat, to keep truths to yourself without making it obvious you are doing so and to notice and understand those trying to deceive you.
Willpower: The strength of your mind, your ability to carry on weakened and wounded, some would say this is the measure of your faith in the Omnissiah.
Prowess: Your personal ability to fight. This stat will be heavily modified by equipment, just being a Tech-Priest with your augments, mechadendrites and a blessed Omnisian Axe will give a +5 bonus to this.


[] Vote to assign each stat a number.

Additionally you have also mastered your craft as a Techpriest. Spend 40 points in total between these fields, each determines your skill in interacting with, repairing, creating and reverse-engineering any piece of technology within the field.
Many larger projects include multiple fields, in which case each is rolled seperatly.

Motive Force: The lore of energy, includes generators, shields (not Gellar-Fields), las-, plasma-, arc- and power-weapons, advanced drives (piston-based motors do not fit in here, but skimmer drives and ship-engines do)

Mechanical Movement: The lore of the visible physical interaction, includes basic mechanics, structural sciences, solid-shot, bolt- and flamer-weapons, the construction of buildings and vehicles and primitive motors.

Spiritual Guidance: The lore of the spirit in the machine, includes servitors and robots, any direct interaction with machine-spirits and cogitators, what would be called programming today, as well as auspexes and scanners. It is also relevant for the Rites of the Admech and to fend off scrapcode and hacking.

Biological Comprehension: The lore of flesh, human, animal and xeno. This includes medical work, poisons, cloning, mutation and the correct identification, application and repair of augmentics and implants.


[] Spend 40 points between the fields above.

Esoterica: Any phenomena that are not recognised as part of the disciplines above. This one can't be raised normally, usually only specific sub-fields such as Warpcraft are gained via traits. Due to your choice of Patron you have had the chance to study some unusual cases, giving you 5 Points here.


//I'll split this into two parts the next will be your character-traits. If you have any questions about what fits in which part of the Lores here please ask. Obviously there will be edge-cases and things that either don't fit at all or fit too many options, you can't put the sum of human knowledge in 4-5 fields, so sorry in advance for that.
 
Stats in order lowest to highest:

9, 10, 13, 13, 17, 19

[X] Intriguing Magus
-[X] Martial 13
-[X] Diplomacy 17
-[X] Administration 9
-[X] Intrigue 19
-[X] Willpower 13
-[X] Prowess 10


Reasoning
We have a lot of secrets to keep and we are undoubtedly going to be faced with hostility from our nominal allies. Being able to both keep those secrets and smooth over the suspicion would be of great use. As a bonus no one expects a Magus of any kind to be a deft wielder of soft words and subtle dealings. We can find a beat stick to do the combat and we can get them to like us. We can find an accountant etc.. the two things we cannot outsource with our build is getting our subordinates to be loyal and keeping secrets from the rest of the Imperium. If your spymaster has better intrigue than you are in trouble

[X] Student of Life
-[X] Motive Force: 7
-[X] Mechanical Movement: 6
-[X] Spiritual Guidance: 12
-[X] Biological Comprehension: 15


Reasoning
If we are going to be high diplomacy and high intrigue it makes sense to not be the kind of tech pries who straps a toaster to their head and beeps like a car alarm. And hey in the aftermath of the War in Heaven and the many many times since that various groups have used the life sciences to make weapons there is a lot of untapped potential in being a Biologus in the 40K galaxy.
 
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huh i was assuming our rolls were automatically going into each stat in order, that said im happy with this for the reasons given
[X] Intriguing Magus
-[X] Martial 13
-[X] Diplomacy 17
-[X] Administration 9
-[X] Intrigue 19
-[X] Willpower 13
-[X] Prowess 10


Im not as sure about Student of Life though, its nice but we're an Explorator not a Genetor, we need to be good at running our ship. I think something more balanced

[X] Hand me that Hydrospanner
-[X] Motive Force: 12
-[X] Mechanical Movement: 10
-[X] Spiritual Guidance: 10
-[X] Biological Comprehension: 8


Good at maintaining the reactor, competent at patching the hull, competent at soothing the Machine Spirit, passable at fixing our augmetics.
 
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Nah, that would have potentially led to too weird outcomes.
Rolling 2 Willpower would have never seen you become a Magos in the first place, nevermind an Explorator.
True, thinking about it it occurred to me the possible issues if we had rolled really badly, that said i think the default stat distribution would have been a viable build, very social focus.
 
Im not as sure about Student of Life though, its nice but we're an Explorator not a Genetor, we need to be good at running our ship. I think something more balanced

[X] Hand me that Hydrospanner
-[X] Motive Force: 12
-[X] Mechanical Movement: 10
-[X] Spiritual Guidance: 10
-[X] Biological Comprehension: 8


Good at maintaining the reactor, competent at patching the hull, competent at soothing the Machine Spirit, passable at fixing our augmetics.

I mean is there anything stopping one from being an Explorator who focuses on the biological? Yeah STCs are mechanical, but how often does one find even a partial STC? If anything it says something that the most likely thing to survive since the Dark Age of Technology is a biological system, humanity itself. How many other secrets are bound up in the genomes of plants and animals from that time, how many in the genome of aliens? ;)
 
I mean is there anything stopping one from being an Explorator who focuses on the biological? Yeah STCs are mechanical, but how often does one find even a partial STC? If anything it says something that the most likely thing to survive since the Dark Age of Technology is a biological system, humanity itself. How many other secrets are bound up in the genomes of plants and animals from that time, how many in the genome of aliens? ;)
theres nothing wrong with the idea, theres certainly a viable story there, but well maybe its personal taste but i kind of want our Ad-mech character to be good with well machines?
 
[X] Magos Administrator
-[X] Martial 13
-[X] Diplomacy 13
-[X] Administration 19
-[X] Intrigue 9
-[X] Willpower 17
-[X] Prowess 10
--[X] Even spread
---[X] Motive Force: 10
---[X] Mechanical Movement: 10
---[X] Spiritual Guidance: 10
---[X] Biological Comprehension: 10
 
We must locate the hard drive with the last copy of Excel and Power BI(all attempts at replicating the work of the ancient Microsoft corporation has rendered shallow, unstanderized copies of that glorious tool of the Dark Ages).

[X] Magos Administrator
 
What lore are we running with for Admech orthodoxy/standards on things like invention or design here (of course each forgeworld and sect are different); it kind of shifts in canon from what I understand and there's fanon interpretation of things.
 
[X] Hand me that Hydrospanner
-[X] Motive Force: 12
-[X] Mechanical Movement: 10
-[X] Spiritual Guidance: 10
-[X] Biological Comprehension: 8
[X] Intriguing Magus


We never ran a manufactory so dumping admin makes sense to me
 
What lore are we running with for Admech orthodoxy/standards on things like invention or design here (of course each forgeworld and sect are different); it kind of shifts in canon from what I understand and there's fanon interpretation of things.
You are relativly free to innovate.

Given the fact that you are an Explorator, and far out and away from the most orthodox Magi, you can justify almost anything you do as being based on things you found.
And given that your homeworld is basically in a shadow-war with the Ordo Xenos and your patron is a known radical, you have leeway even for an Explorator.

That said, you lack the actual skill or experience to innovate much of anything.
Not like that's taught to regular Techpriests.

Once your Knowledges are better, you have reverse-engineered enough things to better understand the mechanisms and principles behind them and you have gained a few traits you can try working in that direction.
 
You are relativly free to innovate.

Given the fact that you are an Explorator, and far out and away from the most orthodox Magi, you can justify almost anything you do as being based on things you found.
And given that your homeworld is basically in a shadow-war with the Ordo Xenos and your patron is a known radical, you have leeway even for an Explorator.

That said, you lack the actual skill or experience to innovate much of anything.
Not like that's taught to regular Techpriests.

Once your Knowledges are better, you have reverse-engineered enough things to better understand the mechanisms and principles behind them and you have gained a few traits you can try working in that direction.

In other words we may be playing a cargo cultist, but at least we are playing a cargo cultist with the right attitude. ;)
 
I meant more in general acceptance or religious doctrine; is tinkering around with parts while making something like a gun or simple device tech heresy for example?
 
I meant more in general acceptance or religious doctrine; is tinkering around with parts while making something like a gun or simple device tech heresy for example?
In the strictest sense, yes.

You are supposed to build according to the Sacred Designs, not tinker as you please.
For the most orthodox members of the Admech, it would be questionable if an experienced Magos recombines known designs (like putting a Vanquisher Cannon on a tank that wasn't supposed to have one) and outright heretical to do more than re-combinations.

In practice most Magi are more permissive. Every day thousands of Enginseers have to repair vehicles without the prescribed and optimal parts at hand and every day artisans or Techmarines create Relics that are technically deviating from exact design.

Outright admitting to innovation would not be acceptable, but the doctrine has loopholes, some might say intentional ones.

Many people won't look too closely if an Explorator sends a design for a better gun, claiming it was build according to a salvaged design, and after testing and practical use it is really a better gun.
It might be a bit suspect for a century or so, but eventually it will just be part of the canon of tried, tested and proven designs.
 
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Alright, makes sense. Apologies if I pressed you on that, there's just a few different ways its been interpreted (I think) and I was curious how it worked in your own writing.
 
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