A Heretek on the Quest for Knowledge [40k] [Complete]

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PERSONNEL REPORT AYMM-1510-GHJ

IDENTIFIER: DHFE-54DF-FF74; DESIGNATION [write-in name]...
OP, Char Gen
PERSONNEL REPORT AYMM-1510-GHJ

IDENTIFIER: DHFE-54DF-FF74; DESIGNATION [write-in name]
LOCATION:FORGEWORLD WPC-1145-LLPQ; DESIGNATION "AKALI"
POSITION: DATA-PREDATOR OF FACILITY LAMBDA 7C

HISTORY:
>INDUCTED IN [write-in date, 32-42k]
(gain 10 Imperial tech, 5 repair, 5 combat, -5 diplomacy)

>INITAL SERVICE AS:
-[ ] ENGINSEER (gain +20 Imperial tech, +10 combat, +5 repair)
-[ ] RUNEPRIEST (gain +10 Imperial tech , 10 research)
-[ ] RECLAIMATOR (gain +10 repair, 5 research, +5 Imperial tech)
>PROMOTED TO: (gain 5 management)
-[ ] MAGOS (gain 1 additional specialty)
-[ ] GENETOR (gain 15 Biologis skill)
-[ ] LOGIS (gain 30 Math skill)
-[ ] ARTISAN (gain 30 craft skill)
>CURRENTLY SERVING AS
-[ ] MAGOS EXPLORATOR (gain +20 archeotech, +10 xenotech, +25 combat)
-[ ] MAGOS ERRANT (gain +60 Imperial tech, +25 repair, +15 xenotech, +15 diplomacy)
-[ ] MAGOS JURIS (gain +30 combat tactics +10 politics, +25 espionage)
-[ ] MAGOS ADPARATIO (gain +30 crafting skill, +15 plasma tech, +15 power weapon tech)
>FOR A DETAILED ACCOUNTING, SEE APPENDIX
-[Write in backstory, one or two paragraphs]

EVALUATION:
>NOTABLE SKILL WITH (chose 1, 2 for Magos)
-[ ] LASTECH (gain 20 lastech skill)
-[ ] FLAMERTECH (gain 20 flamer tech skill)
-[ ] BOLTER (gain 15 boltertech skill)
-[ ] PLASMATICS (gain 15 plasma tech skill)
-[ ] POWER WEAPONRY (gain 15 power weapon tech skill)
-[ ] XENOTECH (gain 10 xenotech skill)
-[ ] ARCHEOTECH (gain 10 archeotech skill)
-[ ] COMBAT (gain +35 combat skill)
-[ ] TACTICS (gain 30 combat tactics)
-[ ] DIPLOMACY (gain +20 diplomacy)
-[ ] INFOWARFARE (gain 20 hacking)
-[ ] THEOLOGY (gain 20 politics skill)
-[ ] PRODUCTION (gain +20 management)
-[ ] CRAFTING (gain +20 crafting)
>FAVORABLE ATTRIBUTES (choose one for every flaw taken)
-[ ] PROVEN STABILITY (SEE REPORT LBIE-4157-AA) (gain 'unbreakable will' trait)
-[ ] CONTINUED ASSET VIABILITY AGAINST EXPECTIATION (gain 'survivor' trait)
-[ ] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)
-[ ] INSPIRED CRAFTSMANSHIP (gain 'inspiration' trait)
-[ ] APPRECIATION FOR KNOWLEDGE (gain 'archivar' trait)
-[ ] CONTINUOUSLY SURPASSED EXPECTATIONS (gain 'genius' trait, cost 2 flaws)
-[ ] ERROR, OPTION NOT FOUND; PROCEED TO MANUAL ENTRY [write-in, subject to GM approval]
>CONCERNS (choose at least one)
-[ ] IMPROPER TREATMENT OF MENIALS (gain 'compassionate' trait)
-[ ] RISK OF ASSET LOSS (gain 'reckless' trait)
-[ ]LACK OF APPRECIATION OF SUPERIORS (gain disrespectful trait)
-[ ]INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)
-[ ] UNMET PRODUCTION QUOTAS (gain 'procrastinator' trait)
-[ ] LACKING THEOLOGICAL REFINEMENT (gain 'crude' trait)
-[ ] SECURITY BREACH AQPP-2413 (SEE REPORT OPQE-781-ERW) (gain 'gullible' trait)
-[ ] ACCUSATION OF TECH-HERESY (SEE REPORT MBFK-4121-LOWW); RESOLVED (gain 'makes enemies' trait)
-[ ] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)
-[ ] FREQUENT SENSOR ERRORS (gain 'insane' trait, counts as 2 flaws)
-[ ] ERROR, OPTION NOT FOUND; PROCEED TO MANUAL ENTRY [write-in, subject to GM approval]

DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?
-[ ] Y
-[ ] N

You don't know why you have to sign of on your own personnel report. Perhaps because this is a new position and you don't have a direct superior? Though it is a suprisingly good question. You do feel rather pleased, but given that it's because you're about to commit tech-heresy, your position as a Cog in the Machine is somewhat questionable. Of course, most tech-priests commit tech-heresy at some point. They justifiy it, more or less well. You don't. That's the point. Your passion for the Quest for Knowledge is unbroken (gain 'The Quest Unending' trait), but you've grown tired of the Cult Mechanicus (gain 'Heretek' trait).

That's why you
-[] created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistole)
-[] attempted to create an Abominable Intelligence. You failed of course, all you have to show is a buggy cogitator and deep satisfaction. You'll bring your old childhood friend to life eventually.
(gain +15 research, +25 Hacking, 'Sin of the Abominable Intelligence' trait, 1 buggy cogitator )
-[] enslaved a machine spirit. Probably. It's a light switch, so you can't really tell. Proper respect towards a Titan or Landraider is good and right, but a door does not need to be venerated three times a day. You'll get to it yet. (gain +20 research, +10 repair, +10 crafting, 'Sin of Disrespect' trait, 1 enslaved? light switch )
-[] studied and used xenotech. Ok, it's a recaf dispenser, and you suspect it's based rather closely on the imperial 'Tchibo' STC schematic. It's still good, heretekical stuff. (gain +15 research, +15 xenotech, +5 Imperial tech, 'Sin of the Xenos' , one pretty decent recaf dispenser)

Truly, the wages of sin are grand.


GM NOTE 1: Try to have a coherent character. That helps me write, which is good for everybody. If I really like a backstory/build, it'll get bonuses.
GM NOTE 2: To facilitate this, we vote by plan.
GM NOTE 3: A flaw is a serious thing, and I will make you feel it. Don't go overboard. They can be dealt with (and advantages can be acquired) during play, but it won't be easy.
GM NOTE 4: If you have questions about skills or traits, ask. I'll put up some description later on, but after having to write the OP twice, I just lack the motivation.
 
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Rules
Rules

You're on the Quest for Knowledge, so your goal is to learn all the things. In game terms, climb the skill ranks. And then maybe make some devotional science crimes against sanity.

The Ranks are initiate > techpriest > magos > archmagos > tech saint for tech skills and
novice > beginner > adept > master > grandmaster for other skills. In numbers, it is 1>2>3>4, untrained is rank 0.

To rank up, you have to gain enough XP. You then start again from 0. The necessary XP are 50/150/500/2000/5000. To reach archmagos and above, you also have to complete a masterwork for that skill (some sort of project based on that skill.)

The amount of XP gained is influenced by a number of factors: A) Is learning the skill the primary goal? B) How large is the project? C)Is it something you've done before? D) Is it something anyone has done before? E) Do you have a teacher, or anything else that helps?

There's a hierarchy to skills. It starts with broad skills (Imperial tech, Xenotech, Combat, etc). Once you get good enough, you can gain more narrow skills (Lastech, Necrontech, Ranged Combat, etc). This may be repeated (Gaußtech when you get really good Necrontech). The more narrow the skill, the more it includes actual understanding and the ability to innovate and create new technology.

Skills have caps. A cap means you've reached the point where return on investment tanks and XP gain slows dramatically. You'll have to find some inspiration (from a different tech field you know, by digging up archeotech, by studying xenotech, trading with other techpriests, etc) to raise it.

In your character sheet, you can see the current XP, XP cap, and XP to next rank, in that order. If you don't have a number for the cap, that means you don't have a cap at the current rank.

Since you are a tech priest, you can make neat stuff. Making lots of sorta neat stuff is Management (for now). Make neat things is crafting. Repairing and upgrading existing stuff is Repair. Besides your skills, the available facilities also play a role in production.

Perks:

Once a skill has reached magos, further XP in this skill has an additional benefit besides progress to the next level: You can buy perks with it. Buying perks does not reduce your XP. Instead, consider the XP a container you fill with perks. More XP gets you a bigger container. Ranking up does not mean you lose XP, you can still make use of any you haven't used yet.

Specialties:

Specialties are a type of Perk. They simulate having a narrower skill (see skill hierarchy above) at techpriest rank. The purpose of this is to avoid having a million different, highly specialized and narrow skills that all need to be leveled seperatly.
For example, you could buy the 'Specialty:Flamertech' perk with Imperial Tech XP, and then make Flamers as if you were a techpriest.

When you reach archmagos in the Specialties parent skill (Imperial Tech in the example above), you can repurchase the perk as a Mastery, which simulates Magos rank in that skill.

Using skills:

dice+ skill bonus +circumstantial bonus to meet threshold.

The skill bonus can be from more than one skill, for example: Making a really good lasgun would get bonuses from lastech, crafting, Imperial tech and even combat (knowing how to use it is helpful in making it), but not all skills would contribute equally. Imperial tech might contribute at 1/2, combat at 1/4.

The circumstantial bonus is from circumstances (duh). This can be stuff like having a relic to base your new weapon on, a really good lab, or just a lot of time to devote to it. Again, write-ins can help with this. The more concrete, clever and cool, the better. Basically, catch-all for anything not skill based.

Beating the target by multiples of 25 adds degrees of success, failing to meet it by multiples of 25 adds degrees of failure. A natural 100 or 1 always adds a degree of success/failure.

Assets:

You can have various assets, like your Techpriests, facilities or Skitarii. The have a quality (how skilled/advanced it is) and quantity (how many/large it is).


Rank​

Size​

Quality​

0​

small​

bad​

1​

smallish​

sub-par​

2​

below average​

below average​

3​

average​

average​

4​

above average​

above average​

5​

largeish​

decent​

6​

large​

almost good​

7​

huge​

good​
Omakes

I like omakes, and I'll bribe you for some. Normal omakes get either +10 on a roll, or a small bonus to a skill relevant to the omake.

Canon omakes longer than 750 words get you a Fate point in addition to the above. Fate points either let you survive something that would kill you, with no roll necessary, or reroll something where failure would be very sad.
 
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Skill Descriptions
Tech Skills

  • Imperial Tech: The bread and butter of any techpriest. Includes anything from Plasame generators, flak weave to the venerable Leman Russ. If it's widespread, you know what to do, even if you don't know why you should do it.
  • Lastech: No weapon type is as flexible as the laser. From Laspistole to Lance battery, you can make it, and you can make it better.
  • Plasmatics: When it comes to killing really nasty stuff, plasma is the choice. When it comes to keeping the lights on, plasma is the choice. When it comes to moving starships, plasma is the choice.
  • Biologis: From bio-prosthetics to virus bombs, Space Marines to tasty emergency rations, it's all here.
  • Archeotech: Exploring ancient ruins isn't the safest occupation. Neither is looking at broken down, half-functioning examples of ancient technology. This skill will keep you safe(ish). Maybe you'll even get some of the things up and running again, though making your own takes deeper studies.
  • Xenotech: Studying Xenotech is similar to studying Archeotech. Different dangers, same excitement. More accusations of Heresy, but you book that under dangers. With this, you can avoid (some of) the dangers, and maybe get some use out of it. You can't make your own yet.

  • Research: Figuring out why things work has been the secret passion that lead you on the path of heresy. So maybe it's understandable why it's not the most appreciated skill.
  • Repair: It's not the most glorious job, normally. Repairing doors is more common than repairing ancient artifacts after all. But frankly, you'd give a Land Raider if it would stop that door from demanding veneration three times a day.
  • Craft: If you want it done properly, you have to do it yourself. Producing truly great works, one by one. It takes more than time, materials and sheer knowledge. It takes a certain knack... as well as time, materials and sheer knowledge.
  • Math: The Logis say it's the language of the Omnissiah. You say that's rather overblown, but they do have a certain track record.
  • Hacking: Talking to the holy machine spirit can get you far. Sometimes, you need to be more insistent. In either case, the result can be most useful.
General Skills

  • Combat: It's a fact of life that anyone leaving his forgeworld will have to kill something sooner or later. It pays to be dangerous. At least you have the might of the Omnissiah on your side. You don't know how the guardsman manage with nothing but a lasrifle and a flakvest. Actually, you do know. They don't.
  • Espionage: Finding things out that other people want to keep hidden. Whether it's their inevitable failure as a priest, a general, a lover or just a human being. And while you are damn-near perfect, there are still things you don't want widely known.
  • Stealth: Blundering around like an orkish Space Marine can be fun. On some occasions, not getting shot at can be even more fun. And the best way to do that is not letting anybody know that there's something to shoot at.
  • Diplomacy: How to talk at people. It seems rather pointless, but you have noticed that a few priests keep ending up in positions they don't really deserve, skill-wise.
  • Management: Getting your subordinates to do what you want them to do, whatever that is. Easy for servitors or menials, less so for servitors and menials, and for tech priests it becomes exponentially harder the more there are.
  • Teaching: Everybody is useless, but not everybody is hopeless. With a bit of effort, you can grant others a pale reflection of your own shining brilliance.
Perk Shop

Imperial Tech:
  • When you have a landmine, everything is a tank (100 XP)
    You always get at least 1/4 of Imperial tech to the roll if your plan for that roll includes carefully placed explosives.
  • Overengineered? I say it needs more armor (150 XP)
    When something you built with the "robust" quality sustains critical damage, you get one action of function before it fails.
  • Primitech (50 XP)
    Negate the malus for working with inferior tools so long as what your crafting is sufficiently simple.
  • Modular Multiplex Manufacturing (200 XP)
    Imperial technology is highly modular. You can take full advantage of this. You can add the 'hyper-modular' quality to your designs.
  • We can rebuild him. We have the technology (200 XP)
    When making Bionics with imperial principles, add half your Imperial tech bonus rounded down.
Lastech:
  • It's Called Collimation You Clot! (250 XP)
    When crafting Lasweapons, you can increase Range one extra point beyond the Size limit.
  • Resonant Attack Beam (150 XP)​
    You built Lasweapons to harmonize with each other ('Resonance' quality), giving a bonus when attacking simultaneously (extra +1D through numbers, as long as the attacks are synchronous.).
  • P-p-p-pulse (250XP)
    You can use pulsed lasers to archive greater armor penetration. When crafting Lasweapons, you can increase AP one extra point beyond the Size limit.​
  • Convergent hyperfocus beam (BOUGTH)
    You can dynamically tune the focusing array, giving a better armor penetration. This demands great skill and attention, and can't be done by other people. +1AP when using self-made Lasweapons.​
  • LASER screwdriver (50XP)
    With your experience, you can safely adjust the output on handheld lasweapons to produce different effects (cutting torch, intense heat etc)
Archeotech:
  • Expert's luck (BOUGHT)
    +20 on luck rolls for archeotech loot.
  • Ancient obfuscation imitation (BOUGTH)
    The ancients were amazing at producing absolutely incomprehensible tech. You have learned from them, and can apply similar methods to your own designs. You can add the Blackboxing 1 quality.
Biologis:
  • I'll make my own friends (100XP)
    You get +20 to research or repair servitors.
  • Familiar Flesh (100 XP)
    When working on your own flesh or on your clones and failing, reduce fail severity by one step.


Craft:
  • Cyberskull saturation (50 XP)
    You love making cyberskulls, and so you make a lot of them. Any action to produce cyberskulls produces twice as many.
  • Procrastinator (BOUGTH)
    Starting from the turn before deadline your productivity is doubled No, setting deadlines for yourself. doesn't count.
  • Master Reuser (BOUGTH)
    You are a master in putting old things to a new use. (1 free point in Crafting for each related salvaged item of similar value)
Repair:​
  • Grab Bag (100 XP)
    You always have a number of spare parts on you that allow repair of non-artifact imperial tech or building any simple imperial technology.
  • Emergency Rite of Percussive Maintenance (100 XP)
    On use: Auto complete any repair action on imperial technology. While in use, for every action 1 in 6 chance that it will break and require extensive repairs. Don't try to use it on a spaceship or things like that.
  • Repairing the Machine Flesh (100 XP)
    The flesh is just another machine. You can apply half your repair bonus to medical rolls for techpriests and servitors
Research:
  • Universal Principles (BOUGHT)
    When researching, reverse-engineering or developing technology that has no Warp-craft component add plus ten to the roll.
  • Revelation of Mysteries (BOUGTH)
    Treat any tech with the Blackboxing trait as if it had it at one level lower.
  • Simulation Specialty (BOUGHT)
Hacking:
  • I'll make my own friends 2.0 (150 XP)
    You get +20 to research, design, craft and repair AI serfs.


Management:
  • Just do your thing, Wrench-Boy! (200 XP)
    You get one free regular maintenance action per turn
  • By my Presence be Enlightened (200 XP)
    All subordinate(s) gain 1/2 of your relevant skill bonus to non-combat rolls in addition to their normal ones if your skill level is higher than theirs (capped by their bonus). In order to activate you must be working on the same project and directly supervise them.​
Combat:
  • Always outnumbered, never outgunned (BOUGHT)
    Outnumbered maluses are reduced one step
  • Pitcher (50 XP)
    You're great at throwing things with your mechandrites, whether that's grenades, sharp bits of metal or the separated body parts of your foes. +0.5 Range for thrown weapons.
  • Robust Driving (50 XP)
    You can push your vehicle to the limit, and you passengers past theirs. +10 to rolls for driving vehicles.


Special:​
  • The Omnissiah's Guidance (200 Archmagos XP in Research, Craft, Repair and Design)
    When attempting to activate or repair technology (Imperial, Archeotech or Xenotech) you add your Research, Repair, Design and Craft bonuses to the roll instead of just the one normally applied.
  • Lataminus's tongue (100 XP in any Tech Skill)
    Gain malus of -100 to all diplomacy rolls besides taunts in exchange for a +100 bonus to all rolls involving that skill. May be bought repeatedly for different Tech Skills​
  • Vectors Calculated (100 Math and Ranged Combat)
    When performing ranged attacks with precision weapons, take a moment to aim/calculate(length depending on complexity of the situation), then add 1/2 Math skill bonus in addition to any other bonuses.​
  • Virulent Personality Disorder ( 100xp in Diplomacy or Teaching)
    You gain +5 to diplomacy rolls with your student every time you uplift one of his skill to the next level, up to +40. They gain -5 to diplomacy rolls with everyone but you and your students, down to -40.​





 
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Character Sheet
Name: Lychinus Iracundia

Born in 32648
Current age: 187

Skills:
name: rank +bonus; current xp/current cap/xp to next rank; XP available for Perks

Imperial tech: Magos +20; 0/300/500; 0
Lastech: Magos +20 ;200/-/500; 100
Plasmatics: Initiate +5; 0/-/50; -
Biologis: Techpriest +10 ; 0 /100 /150; -
Archeotech: Magos +20 ; 250/350/500; 50
Xenotech: Techpriest +10 ; 75/75/150; -

Repair: Magos +20; 0/150/500; 0
Research: Archmagos +50; 0/-/2000; 50
Craft: Magos +20; 500/-/500; 250

Combat: Adept +20 ; 125/250/500; 50
Diplomacy: Worse than clueless -30; N.A
Management: Beginner +10 ;0/-/150; -
Teaching: Beginner +10; 0/100/150; -

Perks:

Lastech:
  • Convergent hyperfocus beam (100 XP)
    You can dynamically tune the focusing array, giving a better armor penetration. This demands great skill and attention, and can't be done by other people.
    +1AP when using self-made Lasweapons and enough time to tune it
Archeotech:
  • Expert's luck (100XP)
    +20 on luck rolls for archeotech loot.
  • Ancient obfuscation imitation (100 XP)
    The ancients were amazing at producing absolutely incomprehensible tech. You have learned from them, and can apply similar methods to your own designs. You can add the 'Blackboxing 1' quality.

Research:
  • Universal Principles (150XP)
    When researching, reverse-engineering or developing technology that has no Warp-craft component add plus ten to the roll.
  • Simulation Specialty (100 XP)
  • Revelation of Mysteries (200 XP)
    Treat any tech with the Blackboxing trait as if it had it at one level lower.​
Craft:
  • Master Reuser (150 XP)
    You are a master in putting old things to a new use. (1 free point in Crafting for each related salvaged item of similar value)
  • Procrastinator (100XP)
    Starting from the turn before deadline your productivity is doubled. No, setting deadlines for yourself doesn't count.

Combat:
  • Always outnumbered, never outgunned (75 XP)
    Outnumbered maluses are reduced one step

Traits:
  • Unbreakable Will
  • Lucky
  • Genius
  • hard to impress
  • Sin of Innovation
  • The Quest Unending
  • Tech Priest
  • Magos
  • Magos Explorator
  • Once Runepriest

Flaws:
  • crude
  • outspoken
  • arrogant


Augments:
  • Chainsaw arm
  • Lightning claw
  • 1 heavy duty shock mechandrite
  • 1 fine manipulation mechandrite
  • 2 heavy duty mechandrites

Notable Items:
  • shitty laspistole
  • active autosurgeon
  • "digital" ork-shield generator
  • sweet autosurgeon
Captain of the Dictator Class Cruiser "Undying"


Fate points: 1
Unused Omakes: 0
 
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Crafting Rules
Equipment stats:
Size S: How big is it
Complexity C: How complicated is it

Health H: How much damage it can take.
Damage D: How much damage it can dish out.

Armor A: How difficult it is to hurt.
Armor Piercing P: How much armor is ignored

Dodge/Spread Do: How hard to hit/spread out it is. They get lumped together for simplicities sake.
AoE: How much you can hit at once.

Slots Sl: How many/ how big submodules you can install

Range R: How far you can attack

Legend L: How much metaphysical weight the object has. Legend X gives +X to all reasonable stats (so Damage and Range for gun for example), and each level unlocks one unique quality related to the history/legend of the item.

The meaning is tabulated here

Armor piercing negates Armor, AoE negates Dodge/Spread. See the combat section for what they actually do.

How Slots work: Slots X allows you to equip 2 items of size X-1. You can also exchange a Slot X for 2 Slots X-1.

How Health works: Health X gives you 2 Health Points of level X. A Health Points of level X is worth 2 Health Points of level X-1.
Gettting hit by an attack of Damage Y removes one Health Point of level Y. If you don't have any left, you are dead. If you have at least 3 levels more Health than the Damage (H5 vs D1), it doesn't do anything.
As you lose health, you get maluses.

Qualities are stuff that doesn't fit into those things, like "modular", "fragile", "tainted" and so on.


Unit Grouping

Several units together count as one larger unit with better stats. This process can then be repeated. For example, five soldiers would be a fireteam and several tank battalions would form a regiment.

Each such grouping gives +1 Size, +1 Damage, +1 Health,+ 1 Spread, +1 AoE.


Crafting rules:

Attributes are bought with point. You get 1 point per level of Size or complexity, and points for each relevant tech skill (you can have multiple) according to the rank.​

Rank​

initiate​

techpriest​

magos​

archmagos​

tech saint​

Crafting points​

0​

1​

3​

7​

15​

Each halfstep for a stat costs 1 point, or 2 for a full step.

You can also use those points to give your item various qualities. The price depends on the quality.

You maximum Complexity is limited both by the rank of your Skill in whatever you're building, and the quality of your tools.

The maximum level for item stats is given by Size, except for Complexity and Legend. So if it has Size X, no other stat can be bigger than X. Perks may modify this limit.

Base cost of crafting is 1AP. Each tech skill you add beyond the first two costs 1 AP. Each Size beyond 4 doubles the AP cost.

The research skill allows you to reduce the Complexity of an object by your research skill (To a minimum of 1). Each point of complexity you reduce it by, makes the Crafting action take 1 AP more (since you have to do research before you can make it).

The resource cost is Size+Complexity. If you make a whole bunch of the same item, it works like unit grouping, in that the effective Size is increased.

Upgrading:

Upgrading uses the repair skill. You can only add your ranks in Repair as new attribute points/ qualities. The new attributes can be from increased size, complexity or better skills.
You can only change the size of the item by 1 each upgrade. (You can reduce it)

Each upgrade costs 1 complexity for which you don't get points. (This represents the inefficiencies of fiddling around with the thing after the fact.)

Filling or emptying slots does not count as an upgrade, though it may take an action.


Combat:

The CR to actually hit something in combat is computed like this:

Add your Combat skill(s), subtract the enemies, and then subtract the Armor and Dodge that isn't negated by your Armor Piercing or AoE. Also, conditional modifiers like surprise, flanking or whatever. You get a number from this, say K.

K= Combat (you) – Combat (they) -min (A-P ,0) – min (Do-AoE) +-Modifiers

From K you can get the CR like this:

K CR
2 10
1 35
0 50
-1 65
-2 90

If K>2, you always hit, if K<-2, you cannot hit.

Example items:

-A boring Lasrifle:

The techpriest has Craft 2 Imperial Tech 2 => +4 points
The Rifle is Size 3 Complexity 1 =>+4 points
With that, you can buy Damage 1 Range 3 (able to kill an normal human and a range of 500m)

S3 C1 D1 R3

-Your shitty Laspistole:
S2 C1 D0 R1.5 L1

On its own, it hits about as hard as a stubber, and has a range of 15m. With the bonus due to legend, it hits as hard as a normal Lasrifle, and has a range of 150m. It also has one special quality:

Complete understanding: You've built this laspistole from the ground up, and you have complete understanding of each and every bit. This makes taking it apart and putting it back together a lot easier. It doesn't suffer the complexity penalty when upgrading.
-standard bolter
S3 C2 D2 R3

You would need 5 ranks between Craft, Imperial Tech and Bolter Tech to make this.


Blueprints:

Many commonly used technologies aren't truly understood, merely built according to recoverd plans.

A blueprint contains an item and has certain skill requisits (eg Craft2 Lastech 1). If you fullfill those, you can make the item, even if you couldn't according to the crafting rules. However, you cannot modify the item, and upgrading and repairs are more difficult.

Qualities:

base cost in crafting is 2 points. More qualities can be unlocked through perks.

available​
  • modular: You can swap the contents of a slot without an action (it takes a few hours).
  • single use: The item can only be used once, but you can optimize for that. +1 to all stat caps, item destroyed after use.
  • basic sensor suit: The item contains some basic sensors
  • blackboxing 1: The item is harder to reverse-engineer.
  • vox: The item has an inbuilt vox unit.
  • tools X: The item contains tools that can make items up to complexity level X. You can make at most tools 3.
  • self-repair: The item can repair damage on its own.
Other

  • hyper-modular: You can swap the contents of a slot within minutes, even under rough conditions.
  • advanced sensor suit: The item contains advanced sensors.
  • cloaked: it's harder to detect
  • neural link: you can control it with your mind
  • fragile/sturdy: The item is more/less likely to break, and requires more/less maintenance.
  • basic machine spirit: the item has a machine spirit capable of some autonomous action
  • unstable: The item has a chance to fail and hurt the user
 
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[X] Plan Riggnarock T1

HISTORY:

>INDUCTED IN:

[X] 32k (gain 10 Imperial tech, 5 repair, 5 combat, -5 diplomacy)

>INITAL SERVICE AS:
[X] RUNEPRIEST (gain +10 Imperial tech , 10 research)

>PROMOTED TO: (gain 5 management)
[X] MAGOS (gain 1 additional specialty)

>CURRENTLY SERVING AS:
[X] MAGOS EXPLORATOR (gain +20 archeotech, +10 xenotech, +25 combat)

EVALUATION: 2
[X] XENOTECH (gain 10 xenotech skill)
[X] ARCHEOTECH (gain 10 archeotech skill)
FAVORABLE ATTRIBUTES: 6
[X] PROVEN STABILITY (SEE REPORT LBIE-4157-AA) (gain 'unbreakable will' trait)
[X] CONTINUED ASSET VIABILITY AGAINST EXPECTIATION (gain 'survivor' trait)
[X] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)
[X] APPRECIATION FOR KNOWLEDGE (gain 'archivar' trait)
[X] CONTINUOUSLY SURPASSED EXPECTATIONS (gain 'genius' trait, cost 2 flaws)

CONCERNS: 6
[X] IMPROPER TREATMENT OF MENIALS (gain 'compassionate' trait)
[X]INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)
[X] LACKING THEOLOGICAL REFINEMENT (gain 'crude' trait)
[X] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)
[X] FREQUENT SENSOR ERRORS (gain 'insane' trait, counts as 2 flaws)

DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?

[X] Y


[X] Created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistole)

Edit: for some reason a 2nd spoiler keeps being placed in my post.

I am unable to fix it as it keeps coming back when I delete it.
 
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[X] Plan Heretek is for the weak

[X] 32k

[X] RUNEPRIEST (gain +10 Imperial tech , 10 research)

[X] MAGOS (gain 1 additional specialty)

[X] MAGOS ADPARATIO (gain +30 crafting skill, +15 plasma tech, +15 power weapon tech)

[X] INFOWARFARE (gain 20 hacking)


[X] ARCHEOTECH (gain 10 archeotech skill)

[X] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)

[X] INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)

[X] Y

That's why you
-[x] created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistole)
 
[X] Plan Sane Magos
HISTORY:
>INDUCTED IN:

[] 32k (gain 10 Imperial tech, 5 repair, 5 combat, -5 diplomacy)
>INITAL SERVICE AS:
[] RUNEPRIEST (gain +10 Imperial tech , 10 research)
>PROMOTED TO: (gain 5 management)
[] MAGOS (gain 1 additional specialty)
>CURRENTLY SERVING AS:
[] MAGOS EXPLORATOR (gain +20 archeotech, +10 xenotech, +25 combat)
EVALUATION: 2
[] LASTECH (gain 20 lastech skill)
[] ARCHEOTECH (gain 10 archeotech skill)
FAVORABLE ATTRIBUTES: 4
[] PROVEN STABILITY (SEE REPORT LBIE-4157-AA) (gain 'unbreakable will' trait)
[] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)
[] CONTINUOUSLY SURPASSED EXPECTATIONS (gain 'genius' trait, cost 2 flaws)
CONCERNS: 4
[] LACKING THEOLOGICAL REFINEMENT (gain 'crude' trait)
[] INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)
[]LACK OF APPRECIATION OF SUPERIORS (gain disrespectful trait)
[] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)
DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?
[] Y
[] Created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistole)

Net Gains:
Imperial tech +20
Repair +5
Combat +30
Diplomacy -5
Research +30
Archeotech +30
Xenotech +10
Lastech +25
 
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[X] Plan Heretek is for the weak

[X] 32k

[X] RUNEPRIEST (gain +10 Imperial tech , 10 research)

[X] MAGOS (gain 1 additional specialty)

[X] MAGOS ADPARATIO (gain +30 crafting skill, +15 plasma tech, +15 power weapon tech)

[X] INFOWARFARE (gain 20 hacking)


[X] ARCHEOTECH (gain 10 archeotech skill)

[X] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)

[X] INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)

[X] Y

That's why you
-[x] created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistole)
 
[x] Plan: Magos Errant Daedalus

PERSONNEL REPORT AYMM-1510-GHJ

IDENTIFIER: DHFE-54DF-FF74; DESIGNATION DAEDALUS
LOCATION:FORGEWORLD WPC-1145-LLPQ; DESIGNATION "AKALI"
POSITION: DATA-PREDATOR OF FACILITY LAMBDA 7C

HISTORY:
>INDUCTED IN 7 243 881 M41
(gain 10 Imperial tech, 5 repair, 5 combat, -5 diplomacy)

>INITAL SERVICE AS:
-[x] RECLAIMATOR (gain +10 repair, 5 research, +5 Imperial tech)
>PROMOTED TO: (gain 5 management)
-[x] ARTISAN (gain 30 craft skill)
>CURRENTLY SERVING AS
-[x] MAGOS ERRANT (gain +60 Imperial tech, +25 repair, +15 xenotech, +15 diplomacy)
>FOR A DETAILED ACCOUNTING, SEE APPENDIX
-SUBJECT HAS A HISTORY OF TAKING 'CREATIVE LIBERTIES' WITH PRODUCTION [SEE INCIDENT 945-MJ8F] WHILE NOT DELVING INTO THE REALM OF HERETEK IS STILL SOMETHING TO BE WATCHED [ADDENDUM: IN LIGHT OF MARKED IMPROVEMENTS TO EQUIPMENT REPAIRED IN SUBJECT'S WORKSHOP SPECIAL LENIENCY IS TO BE GRANTED IN REGARDS TO SUCH ACTIONS. IF HE GOES TOO FAR JUST TELL HIM NO, HE HAS BEEN COOPERATIVE AND QUICK TO CORRECT SUCH MISTAKES BEFORE.]

EVALUATION:
>NOTABLE SKILL WITH (chose 1, 2 for Magos)
-[X] CRAFTING (gain +20 crafting)
>FAVORABLE ATTRIBUTES (choose one for every flaw taken)
-[X] INSPIRED CRAFTSMANSHIP (gain 'inspiration' trait)
>CONCERNS (choose at least one)
-[X] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)

DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?
-[X] Y

You don't know why you have to sign of on your own personnel report. Perhaps because this is a new position and you don't have a direct superior? Though it is a suprisingly good question. You do feel rather pleased, but given that it's because you're about to commit tech-heresy, your position as a Cog in the Machine is somewhat questionable. Of course, most tech-priests commit tech-heresy at some point. They justifiy it, more or less well. You don't. That's the point. Your passion for the Quest for Knowledge is unbroken (gain 'The Quest Unending' trait), but you've grown tired of the Cult Mechanicus(gain 'Heretek' trait).

That's why you
-[X] created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.
(gain +20 research, +5 lastech, 'Sin of Innovation' trait, 1 terrible laspistol)
 
[x] Plan Xenophile
-[x] INDUCTED IN 41k
-[x] RUNEPRIEST (gain +10 Imperial tech , 10 research)
-[x] GENETOR (gain 15 Biologis skill)
-[x] MAGOS ERRANT (gain +60 Imperial tech, +25 repair, +15 xenotech, +15 diplomacy)
-[x] XENOTECH (gain 10 xenotech skill)
-[x] APPRECIATION FOR KNOWLEDGE (gain 'archivar' trait)
-[x] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)
-[x] studied and used xenotech. Ok, it's a recaf dispenser, and you suspect it's based rather closely on the imperial 'Tchibo' STC schematic. It's still good, heretekical stuff. (gain +15 research, +15 xenotech, +5 Imperial tech, 'Sin of the Xenos' , one pretty decent recaf dispenser)

My main focus is on xenotech, I got all the xenotech options, secondarily I got some research and a touch of biologis (and hey, synergy! we can study alien DNA for splicing with humans or mind control xenos with brain chips or something)
 
[X] Plan Innovation
-[X] ENGINSEER (gain +20 Imperial tech, +10 combat, +5 repair)
-[X] MAGOS (gain 1 additional specialty)
-[X] MAGOS ERRANT (gain +60 Imperial tech, +25 repair, +15 xenotech, +15 diplomacy)
-[X] ARCHEOTECH (gain 10 archeotech skill)
-[X] CRAFTING (gain +20 crafting)
-[X] FOUND ARCHEOTECH (SEE REPORT AK47-WPC-3) (gain 'lucky' trait)
-[X] INSPIRED CRAFTSMANSHIP (gain 'inspiration' trait)
-[X] APPRECIATION FOR KNOWLEDGE (gain 'archivar' trait)
-[X] CONTINUOUSLY SURPASSED EXPECTATIONS (gain 'genius' trait, cost 2 flaws)
-[X] IMPROPER TREATMENT OF MENIALS (gain 'compassionate' trait)
-[X] RISK OF ASSET LOSS (gain 'reckless' trait)
-[X]INSUFFICIENT ORTHODOXY (gain 'outspoken' trait)
-[X] UNMET PRODUCTION QUOTAS (gain 'procrastinator' trait)
-[X] LACKING THEOLOGICAL REFINEMENT (gain 'crude' trait)
DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?
-[X] Y
-[X] created this laspistole from nothing but your own theories, your own research. It's worse than any pattern you've ever seen, perhaps the worst laspistole you've ever laid eyes on. But it's yours.


 
[X] Plan Sane Magos

mechanicus quest... one that doesn't require a spreadsheet to keep up with everything nowadays?

count me in.
 
[X] PLAN MAD HOARDER
IDENTIFIER: DHFE-54DF-FF74; DESIGNATION ACCUMULATOR CERRITUS
>INDUCTED IN 38k
-[X] RECLAIMATOR (gain +10 repair, 5 research, +5 Imperial tech)
-[X] MAGOS (gain 1 additional specialty)
-[X] MAGOS ERRANT (gain +60 Imperial tech, +25 repair, +15 xenotech, +15 diplomacy)
>FOR A DETAILED ACCOUNTING, SEE APPENDIX
Magos Cerritus had done exemplar service in storing, sorting and keeping safe the "UNDESIGNATED AND UNSORTED" part of Akali's wast storehouses. His service in helping fellow brothers to reclaim something from that stockpile was less entusiasthic, though. Lower level adepti gossip that he consider himself genus loci of his domain and that even machine spirits of the place there respect and fear him.

-[X] ARCHEOTECH (gain 10 archeotech skill)
-[X] THEOLOGY (gain 20 politics skill)
-[X] CONTINUOUSLY SURPASSED EXPECTATIONS (gain 'genius' trait, cost 2 flaws)
-[X] 1pt ENORMOUS (MEASURED IN KILOTONNES) HOARD OF UNFITTING SPARE PARTS, BROKEN MACHINES, YET UNAPPARAISED SALVAGE, AND OTHER THINGS MOST ADEPTUS THINK ARE TRASH BUT YOU'LL SHOW THEM
-[X] UNWARRANTED APPRECIATION OF SELF (gain 'arrogant' trait)
-[X] FREQUENT SENSOR ERRORS (gain 'insane' trait, counts as 2 flaws)

DOES THIS COG IN THE MACHING PLEASE YOU, MAGOS DHFE-54DF-FF74?
-[X] N
-[X] enslaved a machine spirit.

Imperial tech = 10+5+60 = 75
Xenotech = 15
Archeotech = 10
Repair = 5+10+25+10
Crafting = 10
Research = 25
Management = 5
Diplomacy = 10
Politics = 20
Combat = 5

Traits:
Genius
Huge hoard
Arrogant
Insane
The Quest Unending
Heretek
Sin of Disrespect
1 enslaved? light switch
 
currently sane magos is winning... but it is such a boring super sane super stable magos.
His heresy doesn't even really count
 
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