Via Scientia - The Road to Knowledge

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Adhoc vote count started by Artemis1992 on Mar 1, 2024 at 1:08 AM, finished with 22 posts and 10 votes.

  • [X] Intriguing Magus
    -[X] Martial 13
    -[X] Diplomacy 17
    -[X] Administration 9
    -[X] Intrigue 19
    -[X] Willpower 13
    -[X] Prowess 10
    [X] Hand me that Hydrospanner
    -[X] Motive Force: 12
    -[X] Mechanical Movement: 10
    -[X] Spiritual Guidance: 10
    -[X] Biological Comprehension: 8
    [X] Intriguing Magus
    [X] Hand me that Hydrospanner
    [X] Magos Administrator
    [X] Student of Life
    -[X] Motive Force: 7
    -[X] Mechanical Movement: 6
    -[X] Spiritual Guidance: 12
    -[X] Biological Comprehension: 15
    [X] Even spread
    [X] Student of Life
    [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


As far as I can tell Intriguing Magos and Hand me that Hydrospanner are winning.

Other half of the character generation, traits, will be up today.

Edit: Sorry, will be up tomorrow
 
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To the Stars Part 2
You can pick Traits to the total value of +1 here, maximally 3 in total:

Brave: +2 Prowess and Willpower, +1 Martial
Value +1

Craven: -2 Prowess and Willpower, +1 Intrigue
Value -1

Calm: +1 Diplomacy
Value 0

Wrathful: +3 Prowess +1 Martial, -2 Diplomacy and Intrigue
Value -1

Ambitious: +1 to all stats, -1 on all Knowledges
Value +1

Content: +1 to all Knowledges, -1 Intrigue
Value +0

Diligent: +2 Administration,+ 1 to all Knowledges
Value +1

Proud: +1 Willpower, -1 Diplomacy
Value +0

Paranoid: +3 Intrigue, -2 Diplomacy and Administration
Value -1

Zealous: +2 Willpower, +1 Intrigue, -3 Diplomacy with non-Admech characters
Value -1

Open-Minded: -1 Willpower, +3 Diplomacy with non-Admech characters
Value: +0

Stubborn: +2 Willpower, -2 Diplomacy
Value +0

// Keep in mind that these will inform your Vitruvius' character, not just his stats. If anyone has a personality-trait they'd love to add, just write it in and I'll approve or not. Don't pick opposite personality-traits.

Outside of his basic personality, Vetruvius has also a special trait that makes him stand out among his fellow Techpriests, something that played a role in achieving the position of Magos Explorator. Pick only 1:


Magos Evocatus:
You have shown an unusual talent in rousing the machine spirits to fury and defiance, they hear your Rites much clearer than those of other Techpriests.
+5 Spiritual Guidance, additional +10 on attempts to counteract Scrapcode or hostile hacking. Once per battle you may call on a machine spirit of a damaged ship or vehicle, enabling it to function without penalty for one roll.

Lesser Luminem:
While you are not a full Electro-Priest, you have strong bonds to that brotherhood, having taken pilgrimages to all the great Generatioriums of Stygies VIII and having received a set of electoos on your skin that let the motive force pass over you unchallenged.
+5 Motive Force, +3 Prowess, immunity to electricity-based damage

Physicus Savantus:
You have an exceptional gift in calculating angles and leverage, in predicting the movement of objects affected by forces that would take a cogitator hours to compute. This gift is as applicable in construction as it is in void warfare.
+5 Mechanical Movement, +3 Prowess, +3 Martial in Void Combat

Genetor Minoris:
Your comprehension of the human form is both instincual and comprehensivly enhanced by study. In preparation for your Journey you have studied everything you could about your fellow man, to recognise anything from microexpressions to the altered smell specific hormones cause when being produced in greater amount with your enhanced senses.
+5 Biological Comprehension, +2 Diplomacy and Intrigue




As the last step before his Journey, VItruvius has also aquired augmentations or equipment that he believes to be helpful on his task, pick 1:

Enhanced Chassis:
Your body is coated in a cermite-alloy, your limbs replaced by steel and coiled fibro-musculatur that far exceeds most biological creature's strength and flexiblity. In preparation for your journey you have turned your body into a warmachine, complete with hidden weapons.
+6 Prowess, -2 Diplomacy with non-Admech Characters

Universal Interface Mechadendrite:
Every techpriest has interface-devices, even the least Enginseer must have the means to cumminicate with the sacred machine he is attempting to repair. This goes far beyond such tools, as your Interface contains most Imperial and Mechanicus access-codes known to the Archmagos Scaevola, and is equipped with an advanced cogitator to recombine these elements in thousands of combinations within seconds.
+20 to any attempt to access an Imperial or Admech Cogitator, both for viewing-access and manipulation, +10 for Dark-Age or similar Imperium-related computers.

Triple-hardened Noospheric Relay:
About as far from a regular Vox as a regular Vox is from a fire used for smoke-signals, this Relay ensures a constant connection to the Noosphere, the network of information that keeps Techpriests and Skitarii constantly connected. While most Magi will have such a relay, this exemplar is both extremly secure against disruptions or intrusions, and has additional functions, such as showing the position of connected Skitarii relative to yourself and allowing you to communicate in Binary Chant without interrupting a regular conversation using your vocal cords or vox-grille.
+3 Martial, constant reliable contact to nearby allies

Medical Suite:
At first glance merely a metalic backpack, this augmentations contains a variety of medicines and stimulants and a sophisticated mechadendrite to apply them, or even perform simple surgical procedures.
+3 Prowess, you can stabilize fallen allies reliably, ignore the first -10 wound-penalties you suffer and have a +20 bonus on counteracting poisons in yourself or others.

Refractor-Field:
A rare technology, though relativly far-spread, this shield deflects most attacks, though it grows weaker if it is used repeatedly.
Ignore the first hit in combat, -10 to hostile attacks after that.

Eradicator Beamer (Handheld):
One of the most powerful weapons sized for human hands that the Imperium can produce, this weapon projects a ray of energy that atomizes most targets, cutting through flesh, bone, metal and most other materials with ease.
+5 Prowess while at range, better than Meltas at removing obstacles

Advanced Personal Auspex:
Your ocular augments are far more advanced than those of most techpriests, piercing attempts at stealth, cataloguing the reactions of a conversation-partner and enhancing your personal aim.
+2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets

// I hope that's a satisfactory spread of options, again if you want some specific item at this point, just ask and I'll look into it.
Please make a comprehensive plan for this part instead of voting in parts.
 
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[X] Synergy Biologic
-[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
-[X] Ambitious: +1 to all stats, -1 on all Knowledges +1
-[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
-[X] Genetor Minoris +5 Biological Comprehension, +2 Diplomacy and Intrigue
-[X] Advanced Personal Auspex: +2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets

Reasoning
This gives us a total of
+6 Intrigue for for a final value of 25
+2 Administration for a final value of 10
+2 Diplomacy for a final value of 19
+1 Martial for a final value of 14
+1/+3 Prowess for a final value of 11/13 at range
+1 Willpower for a final value of 14
+5 Biological Comprehension for a final value of 13
+10 on rolls to detect hidden objects or sneaky targets

In total this will make all our knowledge good to fair, we are bad at nothing and can do any job decently well if we do not have an expert, or if it would be impolitic to use someone else for the job. Stat wise it is just a general buff... except for intrigue which has been shot up past baseline human and into the heroic and diplomacy which is getting there. Vitrivius is very good at hiding that xeno-tech. Finally being able to spot sneaks works very well with the sky high intrigue.
 
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[X] Plan Knowledgeable and Diligent Magos
-[X] Calm: +1 Diplomacy Value 0
-[X] Content: +1 to all Knowledges, -1 Intrigue Value +0
-[X] Diligent: +2 Administration,+ 1 to all Knowledges Value +1
-[X] Genetor Minoris: +5 Biological Comprehension, +2 Diplomacy and Intrigue
-[X] Triple-hardened Noospheric Relay: +3 Martial, constant reliable contact to nearby allies

Pretty simple build that gets our diplomacy and intrigue to 20,martial to 16 and adds +2 to all knowledge. The THNR ensures we can't be isolated from allies and killed off at an enemies leisure(this is how you die in warhammer a lot) and Genetor Minoris will give us the expertise in Modifying our crew to create an elite team to compensate for our weaknesses. Also, no pesky flaws to exploit.
 
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[X] Synergy Biologic
+[X]2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
 
[X] Synergy Biologic
-[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
-[X] Ambitious: +1 to all stats, -1 on all Knowledges +1
-[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
-[X] Genetor Minoris +5 Biological Comprehension, +2 Diplomacy and Intrigue
-[X] Advanced Personal Auspex: +2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
 
[X] Plan Knowledgeable and Diligent Magos
-[X] Calm: +1 Diplomacy Value 0
-[X] Content: +1 to all Knowledges, -1 Intrigue Value +0
-[X] Diligent: +2 Administration,+ 1 to all Knowledges Value +1
-[X] Genetor Minoris: +5 Biological Comprehension, +2 Diplomacy and Intrigue
-[X] Triple-hardened Noospheric Relay: +3 Martial, constant reliable contact to nearby allies
 
Just like to say that the extra knowledge from my plan will probably come in handy more than slightly higher stats, especially Esoterica given our patron.
 
I do not think content is in line with how we are likely to play the character so as tempting as doubling down on knowledge is... probably not worth it for just the mechanics.
Umm. We are going to have to please our patron, which means that knowledge applied to meet quotas or esoterica applied to identify xenotech and recreate it is definitely going to come in handy. You didn't the pick the patron that can be slightly mollified with military service. How else would we play the MC if not as an knowledgeable Magos with the knowledge to produce tech that satisfies his patrons demands?
 
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Umm. We are going to have to please our patron, which means that knowledge applied to meet quotas or esoterica applied to identify xenotech and recreate it is definitely going to come in handy. You didn't the pick the patron that can be slightly mollified with military service. How else would we play the MC if not as an knowledgeable Magos with the knowledge to produce tech that satisfies his patrons demands?

Delegation, lots and lots of delegation, use those high social stats to find experts with 20+ in the relevant stat, but who tragically only speak 'hairdrier' and 'car alarm' so did not pass muster to get their own ship. Then pass on those results with a smile and the appropriate lies to cover 90% of it being xeno-tech.
 
Delegation, lots and lots of delegation, use those high social stats to find experts with 20+ in the relevant stat, but who tragically only speak 'hairdrier' and 'car alarm' so did not pass muster to get their own ship. Then pass on those results with a smile and the appropriate lies to cover 90% of it being xeno-tech.
Umm. That's going to be, really, really hard, given we are probably the most qualified esoterics applied for several quadrants, or whatever the Warhammer equivalent is, because the empire stomps such people to paste pretty regularly. It's the whole point of the inquisition. If we want a xeno tech expert, it has to be us.

Edit:Also, my plan has better diplomacy for recruiting and the ability to communicate with our subordinates from anywhere without using our vocal cords, so our stories always match up.
 
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Umm. That's going to be, really, really hard, given we are probably the most qualified esoterics applied for several quadrants, or whatever the Warhammer equivalent is, because the empire stomps such people to paste pretty regularly. It's the whole point of the inquisition. If we want a xeno tech expert, it has to be us.

Our entire planet specializes in esoterics, our base of operations. Also esoterica is not all xenotech it is odds and ends. Most of what we bring is is going to fall in one of the other disciplines.

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.
 
Yes, not all Xenotech is Esoterica.

A Necron Gauss Flayer is an energy-weapon, so Motive Force (if really out there and likely impossible to actually understand) and a Drukhari Splinter Pistol is a weird mix of Mechanical Movement for the projectile-weapon part and Biological Comprehension for the instantly-acting poison that can be shot as bullets.

Esoterica is for Warp-nonsense and weird exceptions, so outside of high-end Aeldari stuff it's not that common.

That said, you don't have to personally research or reverse-engineer all the stuff you find, sending things back home for people with more time to pour over it is a valid playstyle.
 
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At the end of the day if/when we want to mess with Warp-tech we should get someone with actual Warp Lore, not whatever the round about cogboy version is. Get a sanctioned psyker, or you know if we are feeling particularly bold see if we can find an eldar who will take our money/favors. This is 40K, reasonable people do not try to poke warp tech unless they already know what they are poking and if one has to do it make it someone else while they are in another room, preferably hugging their Blank bodyguard.
 
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[X] Synergy Biologic
-[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
-[X] Ambitious: +1 to all stats, -1 on all Knowledges +1
-[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
-[X] Genetor Minoris +5 Biological Comprehension, +2 Diplomacy and Intrigue
-[X] Advanced Personal Auspex: +2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
 
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