ii: character creation - fantasy flight games · ii: character creation ... on and searching out...

2
HELIA VULKA (EXAMPLE HERETEK) T he Priesthood of Mars is not an organization which embraces independence or novel ideas. Such thought is stamped out summarily and without hesitation, as a corrupt limb might be entirely amputated to save the host. Despite this, membership in the Adeptus Mechanicus provides a singular opportunity for those who wish to learn the arcane secrets of technology and science. Those who would wish to learn such secrets, in order that they might simply use them for experimentation and innovation are anathema to the Martian Priests and are seen as blasphemers of the highest order. Hereteks who would steal the knowledge of the Priesthood in order to combine their ideas with the unfathomable sciences of the Warp are considered a foe so overwhelmingly vile that even the unfeeling Magi of the Adeptus Mechanicus are moved to fits of rage merely at their mention. Helia Vulka, former Magos of the Martian Priesthood is one such figure. Originally born on a loyal Forge World within the Imperium of Man, Helia spent her early years working endlessly on the assembly lines of her homeworld. Eventually she rose through the ranks of the priesthood, attaining the rank of Magos. By this time she had become thoroughly steeped in the mysteries and traditions of the Machine Cult. Sent far abroad, the Magos then known as HV692 encountered and examined many warp-related phenomena. During her research, she came to realize the potential benefits of delving deeper into the study of harnessing warp-energies. In time her ideas became increasingly outlandish, as she came to understand the mysteries of the Warp in greater detail. It was not long before her fellow Magos began to suspect her of tech heresy. Perceiving the danger she was in, HV692 fled her station, consumed by her lust for knowledge and choosing to pursue her research despite the prohibitions of the Mechanicus. It was at this point that Magos HV692 became a Heretek and created the name Helia Vulka for herself. Fleeing her Mechanicus post, she came to the Screaming Vortex in search of a place to continue her research. In the Vortex, she discovered the perfect site, a place where the physical laws of realspace were combined, naturally it seemed, with the roiling chaos of the Warp, just as she wished to meld the cold efficiency of the machine with organic, raw power of Chaos. Among the warring cults of The Hollow, Helia found fellows who might understand her obsession. Indeed she was able to trade her knowledge of warp-energy and the means by which to contain and manipulate it for insights into the methods of the Castir engineers in merging daemonic essence with machine. It wasn’t until then that Helia had considered using the materialized forms of daemons as a conduit for warp- energy. This discovery only drove her obsession further. Seeking new and previously unfathomed ways to harness the roil of the Warp, the fallen Magos now wanders the Screaming Vortex, investigating any Chaos-tech she can get her mechanized hands on and searching out new, more powerful forms of Warp-spawn, any of which might hold the key to her ultimate goal. To aid her in her research and as a precaution while exploring the Vortex, Helia has begun experimenting with grafting daemonic flesh into mechanical devices such as weaponry, armour and even her own mechanized frame. Helia may once have been a woman, but all distinctions of gender ceased to matter to her long ago. She barely recalls the days when her heart beat within a mortal chest. Now her form is far more machine than flesh, and even what flesh remains is largely inhuman. In addition to her mechanical enhancements, the fallen Magos has woven large portions of daemon flesh into her corporeal form. Her limbs are strengthened not only with plasteel fibre- bundles, but also grafts of daemonic muscle tissue. Her internal organs and mechanisms are not protected only by adamantium plates, but also layers of warp-spawned chitin. These enhancements are largely hidden by the billowing robes she keeps tightly wrapped around herself at all times, stained with the blood and filth of men, daemon-spawn and xenos. The three lenses with which she long ago replaced her human eyes glow with an unblinking, fell light which reminds those under her gaze of the baleful illumination of the warp itself. Besides her foul eyes, her only other visible features are the delicate mechanical limbs replacing her natural arms and 76

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Page 1: II: Character Creation - Fantasy Flight Games · II: Character Creation ... on and searching out new, more powerful forms of Warp-spawn, any of which might hold the key to her ultimate

II: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character 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CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character CreationII: Character Creation

Helia Vulka (exaMple Heretek)

The Priesthood of Mars is not an organization which embraces independence or novel ideas. Such thought is stamped out summarily and without hesitation, as

a corrupt limb might be entirely amputated to save the host. Despite this, membership in the Adeptus Mechanicus provides a singular opportunity for those who wish to learn the arcane secrets of technology and science. Those who would wish to learn such secrets, in order that they might simply use them for experimentation and innovation are anathema to the Martian Priests and are seen as blasphemers of the highest order. Hereteks who would steal the knowledge of the Priesthood in order to combine their ideas with the unfathomable sciences of the Warp are considered a foe so overwhelmingly vile that even the unfeeling Magi of the Adeptus Mechanicus are moved to fits of rage merely at their mention.

Helia Vulka, former Magos of the Martian Priesthood is one such figure. Originally born on a loyal Forge World within the Imperium of Man, Helia spent her early years working endlessly on the assembly lines of her homeworld. Eventually she rose through the ranks of the priesthood, attaining the rank of Magos. By this time she had become thoroughly steeped in the mysteries and traditions of the Machine Cult. Sent far abroad, the Magos then known as HV692 encountered and examined many warp-related phenomena. During her research, she came to realize the potential benefits of delving deeper into the study of harnessing warp-energies. In time her ideas became increasingly outlandish, as she came to understand the mysteries of the Warp in greater detail. It was not long before her fellow Magos began to suspect her of tech heresy. Perceiving the danger she was in, HV692 fled her station, consumed by her lust for knowledge and choosing to pursue her research despite the prohibitions of the Mechanicus.

It was at this point that Magos HV692 became a Heretek and created the name Helia Vulka for herself. Fleeing her Mechanicus post, she came to the Screaming Vortex in search of a place to continue her research. In the Vortex, she discovered the perfect site, a place where the physical laws of realspace were combined, naturally it seemed, with the roiling chaos of the Warp, just as she wished

to meld the cold efficiency of the machine with organic, raw power of Chaos. Among the warring cults of The Hollow, Helia found fellows who might understand her obsession. Indeed she was able to trade her knowledge of warp-energy and the means by which to contain and manipulate it for insights into the methods of the Castir engineers in merging daemonic essence with machine. It wasn’t until then that Helia had considered using the materialized forms of daemons as a conduit for warp-energy. This discovery only drove her obsession further. Seeking new and previously unfathomed ways to harness the roil of the Warp, the fallen Magos now wanders the Screaming Vortex, investigating any Chaos-tech she can get her mechanized hands on and searching out new, more powerful forms of Warp-spawn, any of which might hold the key to her ultimate goal. To aid her in her research and as a precaution while exploring the Vortex, Helia has begun experimenting with grafting daemonic

flesh into mechanical devices such as weaponry, armour and even her own mechanized frame.

Helia may once have been a woman, but all distinctions of gender ceased to matter to her long ago. She barely recalls

the days when her heart beat within a mortal chest. Now her form is far more machine than flesh, and even what flesh remains is largely

inhuman. In addition to her mechanical enhancements, the fallen Magos has woven large portions

of daemon flesh into her corporeal form. Her limbs are

strengthened not only with plasteel fibre-

bundles, but also grafts of daemonic muscle tissue.

Her internal organs and mechanisms are not protected

only by adamantium plates, but also layers of warp-spawned

chitin. These enhancements are largely hidden by the billowing robes

she keeps tightly wrapped around herself at all times, stained with the blood and filth of men, daemon-spawn and xenos. The three lenses with which she long ago replaced her human eyes glow with an unblinking, fell light which reminds those under her gaze of the baleful illumination of the warp itself. Besides her foul eyes, her only other visible features are the delicate mechanical limbs replacing her natural arms and

76

are considered a foe so overwhelmingly vile that even the unfeeling Magi of the Adeptus Mechanicus are moved to fits of rage merely at their mention.

Helia Vulka, former Magos of the Martian Priesthood is one such figure. Originally born on a loyal Forge World within the Imperium of Man, Helia spent her early years working endlessly on the assembly lines of her homeworld. Eventually she rose through the ranks of the priesthood, attaining the rank of Magos. By this time she had become thoroughly

phenomena. During her research, she came to realize the potential benefits of delving deeper into the study of harnessing warp-energies. In time her ideas became increasingly outlandish, as she came to understand the mysteries of the Warp in greater detail. It was not long before her fellow Magos began to suspect her of tech heresy. Perceiving the danger she was in, HV692 fled her station, consumed by her lust for knowledge and choosing to pursue her research despite the prohibitions of the Mechanicus.

It was at this point that Magos HV692 became a Heretek and created the name Helia Vulka for herself. Fleeing her Mechanicus post, she came to the Screaming Vortex in search of a place to continue her research. In the Vortex, she discovered the perfect site, a place where the physical laws of realspace were combined, naturally it seemed, with the roiling chaos of

flesh into mechanical devices such as weaponry, armour and even her own mechanized frame.

Helia may once have been a woman, but all distinctions of gender ceased to matter to her long ago. She barely recalls

the days when her heart beat within a mortal chest. Now her form is far more machine than flesh, and even what flesh remains is largely

inhuman. In addition to her mechanical

large portions of daemon flesh

into her corporeal form. Her limbs are

strengthened not only with plasteel fibre-

bundles, but also grafts of daemonic muscle tissue.

Her internal organs and mechanisms are not protected

only by adamantium plates, but also layers of warp-spawned

chitin. These enhancements are largely hidden by the billowing robes

she keeps tightly wrapped around herself at all times, stained with the blood and filth of men, daemon-spawn and xenos. The three lenses with which she long ago replaced her human eyes glow with an unblinking, fell light which reminds those under her gaze of the baleful illumination of the warp itself. Besides her foul eyes, her only other visible features are the delicate mechanical limbs replacing her natural arms and

Page 2: II: Character Creation - Fantasy Flight Games · II: Character Creation ... on and searching out new, more powerful forms of Warp-spawn, any of which might hold the key to her ultimate

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sprouting from her back. The finely articulated and dexterous fingers of her right hand are perfect for intricate manipulation of tools and cogitators, despite being superhumanly strong, thanks to their daemon-flesh enhancements. By comparison, her left hand would seem an imprecise tool, but it is quite the contrary. The fingers-tips of her left hand have been given over to long, thin blades; more scalpels than the scribe-tines ubiquitous throughout the Administratum of the Imperium of Man.

Helia prides herself in her logical and analytical research, claiming to all whom she interacts with that her consummate professional coldness has advanced her knowledge by great leaps. What she cannot admit, especially to herself, is that her drive to bind and meld the powers of the warp with technology has become an all-consuming hunger. She devours knowledge, research materials, and “subjects” with the same voraciousness that a starving man may consume a hearty meal, all in the course of her quest. hearty meal, all in the course of her quest.

Helia Vulka

39 36 29 35 39 53 35 41 35 2 4

WS BS S T Ag Int Per WP Fel Inf

Starting Corruption Points: 2 Wounds: 19Skills: Common Lore (Adeptus Mechanicus, Imperium, Koronus Expanse, Tech), Dodge, Forbidden Lore (Warp, Mutants), Linguistics (Low Gothic), Logic, Tech Use, Scholastic Lore (Chymistry), Security, Trade (Armourer)Talents: Die Hard, Enemy (Adeptus Mechanicus), Ferric Summons, Lesser Minion of Chaos (Servitor), Mechadendrite Training (Utility), Meditation, Sure Strike, Technical Knock, Weapon-Tech, Weapon Training (Las, Primary, Shock), Weapon Training (Plasma)

Traits: Mechanicus Implants, The Quick and the DeadStarting Equipment: Best Craftsmanship Lascarbine, Light Carapace Armour, Mechanicus Assimilation, Good-Craftsmanship Blade-Tines, Good-Craftsmanship Cybernetic Senses (Eyes), Black Blood (Autosanguine), Unholy Unguents, Combi-Tool, Dataslate, Utility Mechadendrite, Ferric Lure Implants, Daemonic Augmentations (unique equipment)Special Abilities and Passions: Traitor To Mars, Pride: Logic, Disgrace: Gluttony, Motivation: InnovationStarting Advance Purchases: Weapon Skill +5 (250 xp), Forbidden Lore (Mutants) (200 xp), Ferric Summons (200 xp), Sure Strike (200 xp)150 experience points remaining. Character Alignment remains unaligned (Khorne: 0 advances, Tzeentch: 1 advance, Slaanesh: 1 advance, Nurgle: 1 advance).

higher level play

If players wish, they may use Helia Vulka’s higher level profile. This profile gives the players less choices over how to advance Helia, but does represent her as she has grown in knowledge and power while conducting her research. Vulka gains an additional +2,000 xp, and uses it to purchase the following advances. She has 50 xp left over. Note, these advances have not been applied to her previous profile, and must be added by the player.Infamy: +6Corruption: +10Characteristic Advances: Strength +5 (250 xp)Skills: Interrogation (200 xp), Logic +10 (350 xp), Medicae (200 xp), Tech-Use +10 (350 xp).Talents: Orthoproxy (200 xp), Prosanguine (500 xp)Mutations: Chaos Organ (Vulka’s Daemonic Augmentations have continued to spread throughout her body, fusing machinery with flesh and increasing her Strength. She gains +1 to her Strength Bonus.)50 experience points remaining. Character Alignment remains unaligned (Khorne: 1 advance, Tzeentch: 2 advances, Slaanesh: 1 advance, Nurgle: 3 advances).

daemoniC augmentations

Helia Vulka has had certain success fusing Daemonic flesh grafts into her body. Underneath her robes, stretches of exposed skin are unnaturally rough and scaly, weeping strange ichors and lending hidden strength to sinewy limbs. Vulka gains +5 Strength and Toughness (already included in her profile), as well as +4 Corruption Points. In addition, she may use her will to temporary force her augmentations to greater performance at the cost of some of her concentration. She can gain +1d5 to any two of the following: (Strength, Toughness, or Agility) for one hour, but suffers –5 Intelligence during that time.

Cerebrax

Many Hereteks are accompanied by servitor minions, but Helia’s is especially strange—a skull-faced monster she refers to tenderly as Cerebrax. This tiny terror possesses multiple scapel-limbs and has a tendency to fly into homicidal mechanical rage, which Helia indulges as one might a spoiled child. Even more dangerous are Cerebrax’s attempts to “repair” nominal allies, where it often does much more harm than good.much more harm than good.

Cerebrax

2 5 0 1 1 0 2 0 2 0 0 5 1 3 0 5 0 1 - -

WS BS S T Ag Int Per WP Fel Inf

Movement: 2/4/6/12 Wounds: 5Skills: Acrobatics, Awareness, Medicae, StealthTalents: Frenzy, Heightened Senses (Hearing), Lightning Reflexes, Sound Constitution (1), Weapon Training (Primary)Traits: Machine (2), Quadraped, Size (2)Weapons: Attached Mono-scapel (Melee; 1d5+1 R; Pen 2)Armour: Machine Trait (2 All)Gear: NoneLoyalty: 45

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