Stats - To keep it simple, there are 5 base stats.
- Health
- Combat
- Technical Skill/Intelligence
- Insight
- Physical
Each base stat has subcategories or Skills, seen below.
- Combat (melee, ranged, vehicle)
- Tech/Int (imperial, xeno, archeo, biologis)
- Insight (perception, problem solving, social)
- Physical (speed, power, precision, stealth)
Points into Stats determine the number of dice in the dice pool (ie 3 points in Tech will be a Bo3 roll for Tech related actions). Points into Skills decrease the threshold for relevant actions by 5 per point (ie 1 point into Archeotech will change DC 20/60/100 to DC 15/55/95, and 2 points will change it to 10/50/90)
You have 10 dice to split between Combat, Technical Skill/Intelligence, Insight, and Physical. No higher than 4, no lower than 1.
[ ] Health - How much you can get hurt and not die. At 0 you are alive but in extremely poor condition. Health refers primarily to your body, ie head and torso. You can still have technically full health of 3 but have only one limb.
[ ] Combat - Your ability to damage and kill things before they do the same to you.
[ ] Technical Skill/Intelligence - Your knowledge and skill with technology as well and your intellect
[ ] Insight - Where intelligence is knowing what to do with raw information, Insight is the ability to see beyond what merely lies before you.
[ ] Physical - How capable you are at directly interfacing with the world, either through brute force or delicate touch.
Skills [specialty] - Choose a skill. All skills have the potential to be learned and upgraded as you progress.
[ ] Melee (combat) - No one ever stays at range, so you have chosen to be better than them at their chosen form of attack
[ ] Ranged (combat) - If you kill your foes at a distance, you are far safer than if you allow them close.
[ ] Vehicles (combat) - There is a sublime truth in directing many tons of steel to your will, being a guiding mind behind something far greater than yourself.
[ ] Imperium Tech (tech) - The technological base of the Imperium is vast. This is your ability to interact with, repair, and understand most Imperial technology. (Will maintain a minimum level of competency even if not chosen.)
[ ] Xeno Tech (tech) - All knowledge is divinity. What does it matter where it comes from? So many of your fellows focus on mankind's past, you have sought knowledge from other sources, often at great cost and to the disapproval and hatred of your colleagues.
[ ] Archeotech (tech) - the knowledge of the ancients, the Will of the Omnissiah. Technology far beyond anything mankind is capable of now, this is your ability to interact with, repair, and understand Archeotech.
[ ] Biologis (tech) - While the surety of blessed steel is unchanging and eternal, nonetheless maintenance is required. Flesh is self repairing and self expanding, to a point, at the cost of much greater care and nuance in its creation and upgrades. Steel is cold, pure, and logical, flesh is messy, filthy, and prone to failure. Nonetheless, there is much to be done with flesh, if one takes the time to learn. This is your ability to interact with, repair, upgrade and understand the crude flesh and elevate it beyond its natural bounds.
[ ] Perception (Insight) - The ability to see and know, both what is obvious and hidden.
[ ] Problem Solving (Insight) - There are two primary methods of problem solving. One is acceptable, the application of known wisdom and solutions to problems old and new. The second is unacceptable, it is heresy, seeking to apply knowledge in new and untried ways, to find what works and doesn't without the benefit of millennia of wisdom. So really, there is only one way of problem solving
[ ] Social (Insight) - The faith of the Adeptus Mechanicus is vast and varied. There are certain tenets that must remain true else courting heresy, but outside of those core tenets, and at times even up to and including them, the arguments of the Mechanicus are fierce.
Each forge world is an entity unto itself, beholden to the Imperium, the Fabricator General of Mars, and the Fabricator General of the forge world itself. Within the forge world there are production quotas to meet, billions of tech priests, menials, and servitors to manage, and enormous logistical concerns. The actions of any one being in authority impacts the lives of trillions. To wander within this complex web is a tedious and painstaking task of bureaucracy, politics, religious dogma, and perhaps least importantly, the concerns of actual reality. Those who cannot traverse this nightmare will accomplish nothing. Those who are capable will perhaps eventually achieve some pieces of their goals. And the few who excel will make the vast network dance to their own tune, slow and groaning as the machinery of bureaucracy and faith may be.
[ ] Speed (Physical) - How quickly you can move, both in combat and in direct motion.
[ ] Power (Physical) - The amount of force you can apply to any given action. The difference between using lifts and servitors to move your projects, and simply moving them yourself.
[ ] Precision (Physical) - What use is uncontrolled speed? What use is great strength without also the ability to direct the smallest of components?
[ ] Stealth (Physical) - For a new acolyte, to remain unnoticed until called for is a useful skill. To continue to hone that skill speaks of a different mindset.
Traits/Notable characteristics - Choose one free trait. Traits can be attained throughout the quest, through actions, events, and/or training and upgrades. Traits can also generally be upgraded, though with increasing difficulty as higher tiers are reached.
For sum two highest, if you don't have two dice, the non-existent second die is treated as 0. A Trait that sums two highest for a character build that only has one die in a Stat would likely be unhelpful. Be sure to take this into account.
Note: For Traits, I'm open to discussion on some of the effects. I'm not a TTRPG designer, I don't entirely understand why or which option is better the difference in effects. Such as a bonus of Bo2 vs do an action twice vs sum a roll of 2. If anyone wants to explain, please, I welcome it.
[ ] Hard to Kill - You built redundancies into everything you are. On any roll that would kill you or permanently disable a body part or implant, roll again.
[ ] Once in a Generation - Even in the vast numbers of the Imperium of Man, there are those who stand out as exceptionally intelligent. You are one of them. Sum the two highest dice for progress when you take the research action (or similar, such as learning, teaching, etc).
[ ] Murder Blender - You focused the steel you replaced your flesh with on destroying anything that got close to you. Rather than Best of #, apply all Melee dice rolls as attacks. (ie with 3 Physical, rather than Bo3, roll three attacks with one die each)
[ ] Walking Artillery - good at massive and indiscriminate damage at range. Increases range of explosions, increases damage. Sum two highest dice for attacks involving explosives.
[ ] Reach Out and Touch Them - The ability to destroy your foes at range is shown to drastically increase survivability. They cannot injure you if they're dead long before you enter their range. But they have long since entered yours. And it is unacceptable to potentially damage holy relics and blessed technology. So you focused on long range precision damage. Increased range on single shot long range precision damage. For attacks where they are in your range but you are not in theirs, sum two highest dice. Decreases collateral.
[ ] Slow Moving Tank - You are sturdy and hard to injure but slow. Enemy damage always roll worst of two. Move at half speed. Relevant for combat and travel without vehicles.
[ ] Sneaky AF - You have honed your skill and rebuilt your body with the goal of remaining unnoticed. Sum two highest dice for sneaking actions or remaining concealed or unnoticed.
[ ] Enhanced Auspex - High perception. You have long considered the ability to see what surrounds you, to see the hidden and the obvious to be among the most important of abilities. Enables perception. Sum best two for perception actions.
[ ] Blessed by the Omnissiah - You are lucky. Very lucky. Things go your way so often that it must be the hand of the Omnissiah directly guiding you. Better chances and better potential outcomes with regards to searching or investigation actions.
[ ] Ascended Skitarii - Once a Skitarii Trooper, then Squad Captain, then Commander, you showed enough skill, ambition, and independence that is uncommon to Skitarii that a commanding tech priest took interest in you and claimed you as their personal guard and eventually apprentice. General small combat bonus, bonus to command and to forces you command.
[ ] Silvertongue - Your tongue is silver, literally and figuratively. You are good at people. Somehow. For all social, interaction, and negotiation rolls, sum the highest two rolls.
[ ] Ghost in the Machine - You whisper and they listen, often when they never would for others. Once per turn reroll a failed roll involving machine spirits.
[ ] Speedy - The world moves slowly around you. When you replace enough meat, it is truly astounding just how much more quickly you traverse the space around you than the frail flesh of base humanity. Affects combat and travel. Distance traveled on foot doubled.
[ ] Xenarite - The Machine God speaks to all, not just humanity. Your quest for knowledge expands beyond that of most of your fellows to include the revelations given even to foul Xenos. Gain three points in Xenotech.
[ ] Venerable - only available if age selected was Archmagos or Archmagos Vereratori. You have existed for decades, potentially centuries. This has left you with a wealth of practical experience. Once per turn you may choose to reroll any outcome you can effect and select the preferable option.
[ ] Bloody Minded Determination - once you have set your mind to something, it is difficult to convince you otherwise. When injured in combat, attack again. Additionally, over time, repeating the same action applies one stack of Bloody Determination per turn, decreasing the threshold by 5 per stack per stack per turn.
[ ] Write In - (If you have a Trait you find more interesting than what I have here or that covers an area I've left unexplored, feel free to write it in. I retain the right to veto or alter Traits that are outside the bounds of what I'm looking for)