On the Quest for Knowledge, a Mechanicum Quest

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On the Quest for Knowledge

It is cold and bare in the habitats, the stark simplicity bringing...
Introduction and Setting Choice

mouli

Terrible QM
Location
United States
On the Quest for Knowledge

It is cold and bare in the habitats, the stark simplicity bringing your mind to the pure design of the Omnissiah in all things. It is time to go to your superiors, and time to decide your future.
It is also a time of...

Pick start time:
[X]Hope: A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind. Begin in the Great Crusade.

[X]Heresy: Vandire rules the Imperium in all but name, and the Mechanicus walks lightly around him. Things are quiescent for now, but there are whispers of revolt among the senior magi and the Chapter Masters. Age of Apostasy start.

[X]Ruin: The Warmaster has turned. The Mechanicum has fallen. The Spire lies occupied. The Creed has been corrupted. All is dust, and there is little left to lose. Begin in the Horus Heresy.

The stars burn bright and the forges burn brighter as you walk the weathered path to the Spire. It towers over the planet, a hulking behemoth of a structure that defies gravity with every waking breath. It houses the Fabricator, the Justicars and most importantly it houses judgement.
Judgement upon you, that is. The planet has not been kind to you, and there has been misfortune after misfortune.
The Mechanicum does not believe in fortune. Something has erred. That thing is likely you. The great adepts of...

Pick homeworld:
[X]Mars: The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Ryza: Sometimes called the 'second forge', Ryza is notoriously independent of Mars. The Fabricator-General has long struggled to bring Ryza under control, but its hoard of STCs and its brilliant artificers have stymied that time and again.
Begin with Journeyman in Lore:Mechanicum, Magos in Plasmatics.

[X]Jupiter: Not the gas giant, rather the massive network of shipyards and manufactora that encircle it. Jovians are master shipwrights, and the Gloriana class a testament to that. They're also notoriously independent - a product of the voidborne nature of the yards. That can get you in trouble, here in Sol.
Begin with Journeyman in Theology:Cult Mechanicus, Magos in Voidcraft

[X]Triplex Phall: Nominally within the Realm of Ultramar, Triplex Phall is almost as independent as Ryza, and certainly as skilled. Great are their secrets, from the humble Las-Projector to the great Knights that walked with the Great Crusade. Little has gone to Mars, and Mars is not pleased.
Begin with Magos in Wargear, Juorneyman in Lore:Imperial.

The panel before you is not the Fabricator, nor is it the Locum. The magi before you are Magos Juris, the inquisition of the Mechanicus. The finders of heresy.
They query you in binaric, and you answer. They croak out questions in rusty disused flesh-voices, perhaps to disconcert you. You answer.
You feel the featherlight touch of a psyker on your mind. You open. You feel the cold-iron probe of a penetration attempt on your auxiliary core. You allow it.
Pain and indignity are little in the face of survival. And survival you gain - the verdict is given swiftly by the standards of such.
It is...

Pick one starting point:
[X]Penance in Search: You will join the retinue of an Explorator Magos, and journey into the unknown. It has been deemed that your fault is little, and the honor of exploration is likely a sop to your supporters and patrons. Expect no more aid from your 'friends'.

[X]Penance in War: You will act as one of the Mechanicus' fists in the void - commanding a squad of Skitarii. You will likely be attached to a major maniple, one in a warzone. It appears that the senior magos in the panel dislikes you - this will win you sympathy.

[X]Penance in Craft: You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]To the Ghoul Stars: Lethal xenos, undiscovered and hostile archaeotech and more than enough glory. Plenty to work with.
-[X]To the Veiled Regions: There are rumors of Iron Men here, of skull-faced humanoids of steel rather than flesh. The hierarchy want you to investigate.
-[X]The Galactic Core: The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.

Char-creation to follow. I aim to update this twice a week, with holidays coming up this will hopefully hit critical mass in that time. Votes open for 24 hours, then char-creation.
 
Mechanics
Mechanics:

The major attributes for your Magos are Intellect, Charisma, Will, Constitution and Martial Skill. Martial skill is everything from shooting to slicing, and models the strength and speed of the magos. For reference, an Astartes has this from 25-30, Primarchs 30-35+, and so on. Normal humans are from 5-15. This is the roll bonus applied to any combat action.
Constitution is the roll bonus applied to health, survival and the like. It models the character's survival and toughness.
Willpower is what's applied to resistance rolls, Charisma to social and Intellect to learning.

The technical areas are where the Mechanicus really looks. Your character has seven major disciplines to master, being:
Voidcraft: The science of building spacecraft and space infrastructure.
Industry: The science of mass production and small-scale manufacures - building things like guns, parts and so on, and efficient manufacturing. The iron heart of the Mechanicus.
Wargear: The heavy stuff: Titans, Knights, tanks, APCs and the like.
Plasmatics and Energy: Reactors, plasma thrusters, plasma weapons, lasers, and so on.
Biologics: Genetics, abhumans, gas, biowarfare. And the peaceful things of course.
Archaeotech: Self explanatory, the study of ancient human technology.
Xenotech: Study of alien technology.

The ranks of technical disciplines are as follows: Terrible, Untrained, Student, Adept, Magos, High Adept, Archmagos, Fabricator, Master. Each level above Student grants +5 to rolls in that field, and each below a -10. Student grants no boni. Each level unlocks new research actions. Different researches require different levels of skill.

There are also additional areas that are present: for instance, tactics, theology, politics and lore and so on. Each grants bonuses in their field to relevant rolls. Side skills have levels as follows: Clueless, Apprentice, Journeyman, Adept, Master. Each level above Clueless grants +5 to rolls in that area. As an agent of the Mechanicus, you'll need these skills as well - not just tech.
Your ship will have additional mechanics, to be posted after you choose setting.​
 
Ship and Character Sheets
Character Sheet: Paracelsus von Hohenheim

Affiliation: Mechanicum

Faction/Order: Biologis

Mission: To explore strange lost worlds. To seek out the ancient dead and relics of the long-lost past. To boldly go where few have gone before.

Base Stats:
Intellect: 11:
You're average for a techpriest, and above average for a near-baseline human. That essentially means you operate at a disadvantage.
Charisma: 19: You're almost supernaturally charismatic for a human, yet that means little when against a psyker or a veteran politician.
Will: 16: Solid will and iron purpose, it takes more than a few blandishments to sway you.
Constitution: 6: You have the physique of someone who spent much time in low-gravity. That unfortunately means that a Terran hiver can snap you like a twig.
Martial Skill: 19: A master marksman and a skilled swordsman, you need to be to compensate for weakness. All the same, you can give a novice skitarius a run for his augmetics.

Technical Skills:
Voidcraft: Student (100/800):
You can identify voidcraft by sight, and you know Tsiolkovsky's Equations. No more than that.
Biologics: Magos (18/3000): You are a decent flesh-smith and genetor, able to build basic augmentations for general use. You can grow damn near anything anywhere, yet making them intelligent eludes you.
Industry: Student (148/800): You know enough about mass-production to know that you're no good at it right now.
Wargear: Student (200/800): You're a decent smith and can build very basic arms. Nothing more than that.
Plasmatics and Energy: Student (0/800): You know which part of the meltagun is the reactor, and you know the theory. The practice on the other hand...
Xenotech: Student (0/800): You know little of the wonders of the Eldar and the Krork, of the great empire of the Necrontyr. Surely the works of man are far better?
Archaeotech: Adept (0/1500): You know the basic format of an STC and how to identify relics. You can probably transcribe them on your own. Experimentation is still dicey.
Non-Technical Skills:
Theology: Cult Mechanicus: Journeyman (0/1000):
The works of the Omnissiah are many and mighty, yet the deepest secrets of the Cult elude you still. There are books on the proscribed lists that have piqued your curiosity...Grants +10 to Theology related rolls.
Lore: Mechanicum: Journeyman (0/1000): ...and places on Mars that seem almost haunted. There are things the magi do not tell, things that could topple the Spire itself if known. +10 to Mechanicum lore/history rolls.

Traits:

Master Imitator: You can take things apart and diagnose them - but making things originally is hard. +10 to all Archaeotech, Xenotech, and Reverse Engineering rolls, -10 to all Research rolls.
Charismatic: For each person you meet, there is a mask that suits them. Rare is the person that sees through the act you put on for them. +10 to social, -5 to Psyker interactions.
Rumored Heretic: You've been accused of heresy before, and while the proof was little the taint was great. Some magi back you solidly, most will shun you. -15 to Mechanicum interactions, ???

Items:
Augmetic Heavy Carapace:
A sophisticated carapace that interfaces with your chest MIU, it's a layering of thin ceramite, ballistic mesh and regular ceramics. +12 to all survival rolls against antipersonnel weapons, no bonus against heavy weapons.

Trade Item: 1x Infantry Armaments (Poor): Militia-grade las-locks, stubbers, heavy antitank rifles, and mortars. Things that the Army will not want all that much but may take out of necessity.

Debts:
Yardmaster Manus of the Ring:
You owe him three minor artifacts or two major, to be delivered as soon as possible. If not to him, then to his primary disciples. You gained a great deal of lore in exchange, and you aren't sure how good a deal it is.

Ship Details:
Name: The Nautilus
Class: Sword-class, escort
Statline: ++Range, ++Speed, --Armament
Durability: 60
Armament: Light laser broadside, Laser point defense, two missile batteries
Modifications:
-Extended Range Bunkers: +Range
-Skitarii Barracks: Adds 1xManiple, Mechanicum Skitarii
-Mechanicum Construction: +10 Durability
-Workshop (Medium): Allows fabrication of standard light vehicles and armament, no special tools present.
-Auspex Improvement: +5 to Scouting rolls in space.

Crew Details:
Crew Morale: Below Average(200/400)
Crew Skill: Adequate
Techpriest Morale: Below Average
Techpriest Skill: Adequate
Skitarii Skill: Veteran

Crew:
Captain Thiers: The young captain of the Nautilus, he seems hungry for renown and fairly trustworthy. A fine technical mind.
Stats: Unknown.
Traits:

Technical Skill: +5 to Ship Durability rolls.
???
Astropath Jessica Stiehl: Your astropath and an unstable psyker. She's clearly in emotional turmoil, terrified of the journey to come.
Stats: Unknown.
Traits:
Astropath: Allows long-range psykic communication. Allows psyker actions.
Unstable (Minor): -5 to Perils of the Warp rolls
 
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[X]Ruin: The Warmaster has turned. The Mechanicum has fallen. The Spire lies occupied. The Creed has been corrupted. All is dust, and there is little left to lose. Begin in the Horus Heresy.

[X]Mars: The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft: You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]To the Ghoul Stars: Lethal xenos, undiscovered and hostile archaeotech and more than enough glory. Plenty to work with.
 
[X]Ruin: The Warmaster has turned. The Mechanicum has fallen. The Spire lies occupied. The Creed has been corrupted. All is dust, and there is little left to lose. Begin in the Horus Heresy.

[X]Mars: The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft: You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]To the Ghoul Stars: Lethal xenos, undiscovered and hostile archaeotech and more than enough glory. Plenty to work with.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
New
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.​
 
[X]Heresy
Vandire era is underappreciated.
[X]Jupiter
Let's be self-sufficient
[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Heresy
Vandire era is underappreciated.
[X]Jupiter
Let's be self-sufficient
[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.

I like it. Don't know very well this era but the troubles could give us some latitudes to do or things without being disturb.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Heresy
Vandire era is underappreciated.
[X]Jupiter
Let's be self-sufficient
[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:

The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
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[X]Heresy
Vandire era is underappreciated.
[X]Jupiter
Let's be self-sufficient
[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
Wasn't this quest in another forum? QQ I think? Are you running it here as well?

[X]Heresy: Vandire rules the Imperium in all but name, and the Mechanicus walks lightly around him. Things are quiescent for now, but there are whispers of revolt among the senior magi and the Chapter Masters. Age of Apostasy start.

[X]Ryza
[X]Penance in Craft
-[X]The Galactic Core


+Everyone is gunning for the max difficulty setting, heh.
 
[X]Heresy
[X]Jupiter
[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
[X]Hope:
A Uniter has come to Terra, and mankind marches to war once more. Once more is the cradle of man a single polity, an empire to unite mankind.
Begin in the Great Crusade.

[X]Mars:
The Mother Forge, the cradle of mankind's lost technological supremacy. Martian techpriests are arrogant, but often deservedly so - a higher standard of teaching and skill is present here. Of course, the presence of the Throneworld also means a more rigid adherence to dogma.
Begin with Journeyman in: Theology: Cult Mechanicus, Lore:Mechanicum, Adept Archaeotech.

[X]Penance in Craft:
You will have a ship, built from the ruined ceramite of the forge. You will have a guard, from your erstwhile Skitarii. You will have a goal - find and recover lost STC patterns, and act as the Mechanicus' hand in the dangerous regions. Likely a sop to your supporters, but the suicidal nature of the mission means that some support is likely.
-[X]The Galactic Core:
The Core is unimaginably rich, but also incredibly dangerous. Ancient weapons, human and xenos litter the area. Pirates, renegades and worse roam free. Forces of nature like wandering singularities can distort space and swallow systems. But the rewards are great indeed.
 
Winning vote:
[X]Hope:
[X]Mars:
[X]Penance in Craft:
-[X]The Galactic Core:
Update out soon
 
Character Creation
Character Creation:

You are:
[X]Write-In Name

a techpriest of Mars, the Mother Forge. You have learned where the great Fabricators of old trod, you have built your forge and creations in the soil that grew Adrianne Gellar herself. You are a scion of the greatest forge-temple in the galaxy, a member of the:

Pick one major affiliation:
[X]Order Biologis:
The Genetors and flesh-smiths of Mars, the men for whom the body is another machine. You thrived here, until the Noctis took your forge. Begin with Magos in Biologics. Faction Affiliation: Biologis. May work on genetic design/bioaugmentation from start.
[X]Collegia Titanica: To crush the enemy beneath your treads, to build the Mechanicum's greatest engines of war. Unfortunately, there is little political power here. Begin with Magos in Wargear, Faction Affiliation: Titanica. May work on Knight designs from start.
[X]Ordo Reductor: The siegebreakers, the magi too belligerent for peace and too strange for the line of battle. Power and ingenuity aplenty but there is little political pull here - less than the Titanica. Begin with Magos Wargear, Faction Affiliation: Reductor. Begin with Adept Tactics.
[X]Steel Brotherhood: Industry. That one word defines the Steel Brotherhood, the men that design the forges. Everything from the Spire to the massive geothermal core taps have their fingerprints on them. Begin with Magos Industry, Faction Affiliation: Steel Brotherhood. Greater political backing.
[X]Unaffiliated: You lacked the patronage to be accepted into one of the great collegia, but that simply meant you strove harder. There are no strings on you. Begin with Adept level in: Pick two:
-[X]Voidcraft:
-[X]Plasmatics
-[X]Industry
-[X]Xenotech
-[X]Customs and Social: Imperial
-[X]Lore: Imperial

Unaffiliated also allows one more perk to be chosen, and there is no political backing at all to be had here. Expect no aid from the Cult.

There is also what made you special. What made a panel of Juris weigh your sins? No junior magos should be facing that - it is evident that you have become a pawn in Martian politics. One does not do that without being exceptional.

Pick two, three if Unaffiliated was taken earlier:
[X]Creative Genius: When it comes to technology, you are brilliant at innovation. Unfortunately the paths you take are counterintuitive and uncommon. Reverse engineering isn't what you're good at. +10 to all Research rolls, -10 to all Archaeotech, Xenotech and Reverse Engineering rolls.

[X]Master Imitator: You can take things apart and diagnose them - but making them on your own is hard. You are more a craftsman than an original artist. -10 to all Research rolls, +10 to all Archaeotech, Xenotech and Reverse Engineering rolls. Cannot be taken with Creative Genius.

[X]Theologian: The Omnissiah moves in mysterious ways, and those ways are more clear to you than others. +10 to all Theology rolls, +5 to all Mechanicum interactions, -5 to all Imperial interactions.

[X]Peerless Artisan: Vulcan, Hephaestus, Vishwakarma, and all the other gods of the forge seem to have blessed you in this fallen age. As an engineer you aren't brilliant, but as an artisan you are without peer in talent. Experience though... +10 to Crafting rolls, -5 to Research/Design rolls, begin with forge mastery for advanced power armor and power weapons.

[X]Charismatic: You can almost see the levers that move men, the metaphysical strings that bind them. You can play on them like a skilled musician, and people move as easily as machines. Relying on this is not advisable, though - there are those that see through your masks.+10 to all Social rolls, -5 to all Psyker interactions.

[X]Historian: Humanity was great once. It is no longer. Is it not better to read of the past rather than the present, and recreate the lost glories of man? +15 to all Archaeotech rolls, -10 to all Xenotech rolls, locks out Orkish Tech paths and Eldar Warptech path.

Why are you so exiled, though? Again, you have been given much for a mere exile, yet your mission is a suicidal one. To take a small escort-class ship to the Galactic Core, to go where no magi have gone before. Why would the Mechanicum want you gone so badly?
Pick one:
[X]Rumors of Heresy: A brilliant young magos, one that seems tainted. One whose forge was destroyed near the Noctis. One that speaks all too smoothly of the Omnissiah. Yeah, they don't want that around. Your supporters needed to be placated, and so the exploration ship was found. -15 to all Mechanicum relations/social rolls, opens Imperialist actions. The Sigillite is interested, and the assassin-clades move...

[X]The Great Mistake: Normally a minor explosion isn't that bad. Collateral is expected from arms testing. But when one's experimental plasma grenade winds up used in a major menial revolt then things are different. Despite your work an example needed to be made. -10 to all Mechanicum relations/social rolls, gain Plasma Grenade: Unstable design. Gain half a rank in Plasmatics.

[X]Abominable Intelligence: Your work for the Cybernetica crossed the line, and the Magi made an example of you. To edify the masses and prevent another rising you were exiled, and in appreciation for your work you are allowed a chance at redemption.
-15 to Orthodox Magos relations rolls, +5 to all Radical Magos relations rolls, gain design path Cybernetica (Basic).

Votes open for 48 hours, I really should be studying.
 
[X] Plan Sigillite

[X] Paracelsus von Hohenheim

[X]Order Biologis: The Genetors and flesh-smiths of Mars, the men for whom the body is another machine. You thrived here, until the Noctis took your forge. Begin with Magos in Biologics. Faction Affiliation: Biologis. May work on genetic design/bioaugmentation from start.

[X]Master Imitator: You can take things apart and diagnose them - but making them on your own is hard. You are more a craftsman than an original artist. -10 to all Research rolls, +10 to all Archaeotech, Xenotech and Reverse Engineering rolls. Cannot be taken with Creative Genius.

[X]Charismatic: You can almost see the levers that move men, the metaphysical strings that bind them. You can play on them like a skilled musician, and people move as easily as machines. Relying on this is not advisable, though - there are those that see through your masks.+10 to all Social rolls, -5 to all Psyker interactions.

[X]Rumors of Heresy: A brilliant young magos, one that seems tainted. One whose forge was destroyed near the Noctis. One that speaks all too smoothly of the Omnissiah. Yeah, they don't want that around. Your supporters needed to be placated, and so the exploration ship was found. -15 to all Mechanicum relations/social rolls, opens Imperialist actions. The Sigillite is interested, and the assassin-clades move...
 
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