- Location
- Peterborough, NH, USA
Char stats; will update/revise soon
AN: I'm going to reveal the Stat rolls here. Keep in mind 20 is generally the peak for an unmodified human. 25 and up is a Hero Unit, giving Perks. 50 and up gives a more advanced form of the 25 Perk, signifying the Hero becoming a Paragon.
Martial: 23
Combat: 18.
Administration: 28.
Intrigue: 15.
Diplomacy: 18
Power: 32
Control: 24.
Learning: 30.
Perk Gained: Favored By the Warp. +10 to Random Event Rolls and similarly luck-based rolls. +20 to rolls against Warp-based entities. You were 'born' lucky. Things would go your way when logic dictated they really shouldn't.
Administration 25 Perk: Organized. You always have parchment with you, for taking notes. One failed project, barring a critical failure, may be rerolled per turn. Critical failures don't reduce success chances for reattempts.
Power 25 Perk: Brute Force Backing Finesse. Finesse has it's place, but sometimes forcing your way through with sheer power is the best strategy. Apply Power bonus during Psyker rolls regardless of whether it would normally be applied.
Learning 25 Perk: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
Gained Mentors for each Stat, adding 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50.
Relations with Samantha raised from Warily Neutral to Cautiously Optimistic.
Combat:
Melee: 0.
Ranged: 0.
Stealth: 0.
Tactics:
Preparation: 0.
Cleverness: 0.
Trickery: 0.
Evasion:
Lying: 0.
Dodging: 0.
Trickery: 0.
Speech:
Persuasion: 10
Diplomacy: 10
Intimidation: 10
Perception:
Objects: 0.
People: 0.
Environment: 0.
Medicine:
Surgery: 0.
Narcotics: 0.
First-Aid: 0.
Forging:
Weapons: 0.
Armor: 0.
Gear: 0.
Electronics:
Security: 0.
Wiring: 0.
Programming: 0.
Explosives:
General: 0.
Extravagant: 0.
Preparation: 0.
Education:
General: 40
Culture: 10
Esoteric: 10
Psyker:
Manipulation: 20
Willpower: 15
Esoteric: 15
Invention:
Necessity: 0.
Practicality: 0.
Extravagance: 0.
Melee: 0.
Ranged: 0.
Stealth: 0.
Tactics:
Preparation: 0.
Cleverness: 0.
Trickery: 0.
Evasion:
Lying: 0.
Dodging: 0.
Trickery: 0.
Speech:
Persuasion: 10
Diplomacy: 10
Intimidation: 10
Perception:
Objects: 0.
People: 0.
Environment: 0.
Medicine:
Surgery: 0.
Narcotics: 0.
First-Aid: 0.
Forging:
Weapons: 0.
Armor: 0.
Gear: 0.
Electronics:
Security: 0.
Wiring: 0.
Programming: 0.
Explosives:
General: 0.
Extravagant: 0.
Preparation: 0.
Education:
General: 40
Culture: 10
Esoteric: 10
Psyker:
Manipulation: 20
Willpower: 15
Esoteric: 15
Invention:
Necessity: 0.
Practicality: 0.
Extravagance: 0.
Actually, every Skill that's not a 20, is a fifteen, I just didn't think the extra five necessitated a separate description by itself. The high roll from Mentors got you plus 15's for every Skill category that isn't already at 50 or more. Tagged Skills get 20, due to their baseline being raised, so the Tagged bonus adds on to it.