Talbet Blood Bringers Organization in Xéno Édafos | World Anvil
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Talbet Blood Bringers

The Talbet Blood Bringers are almost too close to the Adeptus Mechanicus, which puts them at odds (on many occasions) with the Officio Prefectus or Commissariat. Their world plays host to a branch of the Crimson Guard, a sub faction of the Adeptus Mechanicus.

Culture

Characteristics: +2 Weapon Skill, +3 Strength, –3 Intelligence
Characteristic Modifiers: +3 to any two of the following Characteristics–Intelligence, Perception, Toughness
Starting Skills: Athletics, Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic
Starting Talents: Die Hard, Rapid Reload, Street Fighting, Hatred (Officio Prefectus), Enemy (Officio Prefectus),

Assets

  • One uniform
  • One set of poor weather gear
  • One Mono Edged Sword
  • One laspistol, and two charge packs
  • One Shield
  • One Storm Trooper Carapace
  • Compact Autogun, four Autogun Magazines
  • One rucksack or sling bag
  • One set of basic tools
  • One mess kit and one water canteen
  • One blanket and one sleep bag
  • One rechargeable lamp pack
  • One grooming kit
  • One set of cognomen tags or equivalent identification
  • One Imperial Infantryman’s Handbook
  • Combat sustenance rations, two weeks’ supply

two frag grenades and two krak grenades per Player Character.

Favoured Basic Weapon: Flamer
Favoured Heavy Weapon: Missile Launcher

History

Blessed of the Omnissiah: The Omnissiah grants many blessings upon his favoured subjects, and many mysteries of technology are revealed to those so blessed. Forge world characters start with the Peer (Adeptus Mechanicus) Talent.

Rites of Rewiring: Where most Imperial citizens see a machine as a singular and mysterious entity, those from a forge world view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armoured, mechanised, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment. Forge world characters can choose to start with one of the following Talents: Technical Knock or Weapons Tech.

Isolated by Machines: Life on an Imperial forge world is an experience unlike that of any other world in the galaxy. Forge worlders are surrounded by the wonders of the Machine God and the teachings of the Priesthood of Mars from birth, and the mysteries and wonders of technology are as common to them as a herd of Grox to an agri-worlder. While this makes these relatively tech-savvy Guardsmen well suited for more technological occupations in the Imperial Guard, such as Operators and Tech-Priest Enginseers, it also has a tendency to produce insular, awkward troopers not fit for polite company. Forge world natives often relate to machines and servitors more readily than their flesh and blood counterparts, and have a sad tendency toward jargon and filling their conversations of long strings of Techna Lingua that are nearly unintelligible to the average trooper. Forge world characters suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.

Starting Wounds: Forge world characters begin play with –1 starting Wounds.
Type
Military, Army Regiment
Alternative Names
Blood Bringers
Formation Type
Leader Title
Parent Organization
Location
Related Ethnicities

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