Algernon Delyr

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Personal

Name: Algernon Delyr
Gender: male
Age: 24 
Height: 190 Weight: 178
Hair: bald Eyes: blue
Specialization: Enginseer
Advanced Specialty: Crimson Examplar (previously Architectus Magna)
Regiment: 43th Vestis Cohort, 28th Support Maniple 
Demeanor: Cocky
Right-handed

Regiment

43th Vestis Cohort, 28th Support Maniple                            Cost in points
Homeworld	                        Forgeworld	                  4
Commander	                         Maverick	                  2
Regiment type	                  Salvage and Recovery 	                  3
Training doctrine	        Defenders of the Omnissiah	          3
Special Equipent Doctrine	      Cyber-Enchanced	                  3
Regimental Drawback	       Cloud of Suspicion (Ecclesiarchy)	 -3

Total points 12

Additional equipment:
Microbead					8
Grapnel (Good Craftsmenship)			10
Data-Slate					5
Improve Omnissiah Axe to Good Craftsmenship	5
Chrono						2

Total points: 30
Favourite Basic Weapon:  Lathe-Lasrifle.
Favourite Heavy Weapon:  Lascannon.

Build

Characteristics

       WS: 31 (20 +  11 roll)
       BS: 31 (20 +  8 (11 on re-roll))
        S: 32 (20 +  15 roll - 3 from S&R Regiment)
        T: 49 (20 +  11 roll + 3 from Forge world + 15 Advancement (850 XP))
       Ag: 32 (20 +  12 roll)
      Int: 59 (20 +  13 roll + 5 spec + 3 from Forge World + 3 from S&R Regiment + 15 Advancement (850 XP))
      Per: 37 (20 +  17 roll)
       WP: 28 (20 +  8 roll)
      Fel: 25 (20 +  5 roll)
Initiative: 3
Half move:  3
   Wounds: 11 = 8 (Enginseer) + 4 (7 roll) - 1 (Forge world) 
     Fate: 2 (9 roll)
 Insanity:  
Corruption:
Fatigue:
XP total: 5400 (+100 from Technical Knock duplicate)
XP spent: 5250

Comrade

     Name: M-451
 Lathe-Pattern Multitask Servitor
Servitor Quirks: Sturdy Construction
  Advance: Servo-Arm (When assisted by his Servitor, the Enginseer gains a +10 bonus to all Tech-Use Tests to make repairs, and halves the time any repair takes) (250 xp)
    State:

Aptitudes

Weapon Skill (Crimson Exemplar)
Ballistic Skill (Crimson Exemplar)
Intelligence (Crimson Exemplar)
Agility (regiment, changed from Tech)
Offence (Crimson Exemplar)
Strength (Crimson Exemplar)
Tech (Crimson Exemplar)
Toughness (Crimson Exemplar)

Traits

Mechanicus Implants: ELECTRO-GRAFT, ELECTOO INDUCTORS, RESPIRATOR UNIT, CYBER-MANTLE, POTENTIA COIL, CRANIAL CIRCUITRY.
Isolated by Machines: 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.
Machine (4): Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire Damage. Machines have a certain number of Armour Points (indicated by the number in parentheses). This armour stacks with worn armour, but not with the Natural Armour Trait.
Unnatural Intelligence (2) (from Cerebral Implants).
Unnatural Strength (1) (from Crimson Armour).

Starting Skills

[Int] Common Lore (AdMech) (+10) (from Enginseer + Forge world)
[Int] Common Lore (Tech) (+10) (from Enginseer + Forge world)
[Int] Forbidden Lore (AdMech) (from Enginseer)
[Int] Logic (from Forge world)
[Int] Tech-Use (from Enginseer)
[Int] Linguistics (Low Gothic) (from Forge world)
[Int] Linguistics (Techna Lingua) (from Forge world)
[Int] Forbidden Lore (Archeotech) (from Enginseer)
[Ag] Operate (Surface) (from S&R Regiment)

Learned Skills

[Int] Tech-Use	+30 (+10 Master Enginseer)			200		300
[Int] Security 			               100
[Int] Trade (Armorer) 			       100		
[Agi] Dodge			               100		
[Str] Athletics			               100

Starting Talents

Technical Knock (from Enginseer) The character may un-jam any gun as a Half Action, but may only use this Talent on one weapon per Round. The character must touch the weapon (often quickly and violently) to make this Talent work.
Mechadendrite Use (Weapon, Utiity) (from Enginseer)
Weapon Training (Las, Power) (from Enginseer)
Exotic Weapon Training (Lathe-Lasrifle) (from Crimson Examplar)
Nerves of Steel (from S&R Regiment) The character may re-roll failed Willpower Tests to avoid or recover from Pinning. In addition, he is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.
Resistance (Fear) (from Regiment) The character gains a +10 bonus when making Tests to resist effects of this type.
Peer (Adeptus Mechanicus) (from Forge World) The character gains a +10 bonus to all Fellowship Tests when interacting with this chosen group and at the GM’s discretion may call upon them for favours from time to time.
Weapon-Tech (Forge World) Once per combat, the character can enhance his weapon, increasing its firepower and deadliness. For one Round per combat encounter, a weapon personally wielded by the character from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to his Intelligence Bonus.
Accelerated Repairs (from Architectus Magna) When opting to perform a Repair Test as a Rush Job, he suffers a -10 penalty instead of the normal -30. When electing to make Careful Repairs, he increases the Repair Time by 25% instead of 50%.
Integrated Weapon Expertise (from Crimson Examplar) Whenever this character succeeds on a Ballistic Skill Test with an Integrated Weapon he may choose to gain 1 Level of Fatigue. If he does so, he scores an additional two Degrees of Success on that Test.
Enemy (Ecclesiarchy) (from Regiment) The character suffers an additional –10 penalty to Fellowship Tests when dealing with this group, and the GM may use them to complicate his life from time to time.
Paranoia (from Regiment) The character gains a +2 bonus on Initiative rolls and the GM may secretly Test using the character’s Perception to notice hidden threats.


Learned Talents

The Flesh Is Weak (400 XP) This character gains the Machine (X) Trait, where X is equal to half of the number of Cybernetics he possesses (rounded up), to a maximum of an amount equal to his Toughness Bonus. If he gains a new Cybernetic, the value of the Trait increases to reflect the new Cybernetic. Note that this only applies to Cybernetics such as bionic replacement limbs and organ replacements, sub-systems, and mechadendrites, and not to Traits and Talents that grant similar effects.
Rite of Synchronized Steel (300 XP) While Architechtus Magna is linked with a vehicle via his MIU, he may use his Intelligence Characteristic in place of his Agility Characteristic for Operate (Surface/Aeronautica/Voidship) Tests. Whenever the vehicle suffers Critical Damage while Architectus Magna is linked this way, he gains 1 level of Fatigue from the associated mental strain.
Infused Knowledge (400 XP) The character counts as having all Common Lore and Scholastic Lore Skills at Rank 1 (Known) (basically they know something about everything). If they wish to later improve their Lore Skills, these advances must be bought using Experience Points (from Rank 1) as normal. Such is their skill, they also add one Degree of Success to any successful Common or Scholastic Lore Tests.
Master Enginseer (400 XP) The character gains a +10 bonus on Tech-Use Skill Tests. The character may spend a Fate Point to automatically succeed on a Tech-Use Skill Test for enhancement, repair, or upgrade of a machine’s system, taking the minimum amount of time possible on the task. In addition, at the GM’s discretion, the character may repair objects without all the parts to hand, jury-rigging a working device as good as the original. 
Potentia Coils Induction (200 XP) The character has learned to feed additional power to his potentia coil through electoo inductors and eliminate any weariness or strain he suffers from. When in the presence of a suitable power source, such as a portable generator or power plant of one of his regiment's fighting vehicles, he may make an Ordinary (+10) Toughness Test and recover from a number of levels of Fatigue equal to the Degrees of Success achieved on the Test.
Cybernetic Boost (300 XP) As a Half Action, this character may spend a Fate Point and make a Challenging (+0) Tech-Use Test. If he succeeds, he gains either the Unnatural Agility (X) or Unnatural Strength (X) Trait, where X is equal to one, plus one for every two additional Degrees of Success he scores on the Test (or increases existing versions of those Traits by X). These Traits persist for a number of Rounds equal to his Intelligence Bonus. The character may end the effect at any time. At the end of each Round in which the character allows it to persist, he gains 1 level of Fatigue.
Cybernetic Calibration (400 XP) All of this character’s Cybernetics count as being one level of Craftsmanship higher than their base Craftsmanship (so, for instance, a Poor Craftsmanship bionic arm would become Common Craftsmanship, or a Good Craftsmanship limb would become Best Craftsmanship).

Cybernetics (with Calibration applied)

Best Craftsmenship Cerebral Implants (Techpriest) These grant the user the Unnatural Intelligence (2) Trait and a +20 bonus to Logic and Lore Tests.
Best Craftsmenship Mind Impulse Unit (Techpriest) Good models grant a +10 bonus to communicate with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill Tests made as part of interfacing with the MIU systems.
Best Craftsmenship Autosanguine (Techpriest) When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.
Mechanicus Implants (ELECTRO-GRAFT, ELECTOO INDUCTORS, RESPIRATOR UNIT, CYBER-MANTLE, POTENTIA COIL, CRANIAL CIRCUITRY).
Best Craftsmenship Servo-arm (Crimson Examplar) Servo-arm can extend up to 1.5 m from its shoulder or back mounting and has a fixed Strength value of 75 with the Unnatural Strength (7) Trait—the servo-arm always uses this value, regardless of the character’s Strength Characteristic or Talents. Though incapable of fine manipulation, the servoarm’s powerful claw can be used to lift heavy objects or tether the user to a suitable anchor as a Free Action. In combat, the character can use the servo-arm to make a Standard Attack Action or strike with it as his Reaction for the Round (so long as he only uses it once per Round). A servo-arm has the following profile: Melee; 2d10+14 I; Pen 10; Unwieldy. Best Craftsmanship servo-arms have a Strength of 85 with the Unnatural Strength (7) Trait (increasing Damage to 2d10+15).
Good Craftsmenship Bionic Legs (Regiment) Good Craftsmanship level artificial legs grant the owner the Sprint Talent and add a +20 bonus to Athletics Tests made to jump or leap.
Good Craftsmenship Luminen Capacitors (Regiment) With a successful Toughness Test, the character may recharge or power machinery. Good Craftsmanship variants grant a +10 bonus to all Toughness Tests made to use them.
Good Craftsmenship MIU Weapon Interface (Crimson Examplar) This system allows the user to fire the linked ranged weapon as a Free Action during his Turn. Note that he can still only take a single Action with the Attack Subtype during his Turn. This additional weapon must be connected to the user via the MIU weapon interface, and is often equipped as a shoulder mount.
Good Craftsmenship Respiratory Filter Implant (Architectus Magna) This implant allows the user to ignore any inhaled toxic gases or atmospheric contaminants.
Good Craftsmenship Cranial Armor (Architectus Magna) This implant adds +1 Armour to the Head location—this bonus stacks with any worn Armour.
Best Craftsmenship Optical Mechadendrite (Tech-Priest) This mechadendrite extends to a length of 3 meters and can reduce its width to pencil thickness. It grants a +10 bonus to all Perception-based Tests. The pict-devices mounted on the mechadendrite allow the user to examine surfaces at a microscopic level or may be used as telescopic sight. This mechadendrite is also mounted with an infrared torch and sensors. A character using this mechadendrite suffers no penalties due to darkness and gains a +20 bonus to Vision-based Perception Tests at night. Finally, the mechadendrite is fitted with a light that may be tinted a variety of different colours depending on the controller’s whim.
Best Craftsmenship Ballistic Mechadendrite (Architectus Magna) This two meter limb may be armed with any Pistol-class weapon with the Compact Upgrade. The character can attack with this weapon as his Reaction.

Inventory

Armour		Locations Covered	AP	Weight	Availability
Crimson Armour	All			6 	6	Near Unique
Equipped with a Good Quality photo-visor and grants the wearer the Unnatural Strength (1) Trait. Crimson Armour is environmentally sealed as long as the helmet is worn.
Weapons 	                        Class	Range	RoF	Dam	 Pen	Clip	Rld	Special		Weight	Availability
Best Craftsmenship Lathe-Lasrifle	Basic	150m	s/2/-	1d10+6 E 2	N/A	N/A	 Tearing     	6,75 kg	Very Rare
Customization: Extended Barrel, Custom Grip, Fluid Action, Modified Stock
Weapons 	                        Class	Range	RoF	Dam	 Pen	Clip	Rld	Special	                      	Weight	Availability
Good Craftsmenship Omnissiah Axe	Melee	-	-	1d10+4 E 6			Power Field, Unbalanced		8 kg	Extremely Rare
Customization: Custom Grip, HOME MATERIALS, SACRED INSCRIPTION


Equipment
Set of basic tools						1 kg
Sacred unguents						
Anointed Maintenance Toolkit					  	
Uniform (Mechanicus Robes)					3 kg 
One set of poor weather gear					2 kg 
Rucksack					                2 kg
Mess Kit and one Water Canteen					0,5 kg
Blanket and Sleeping bag					4 kg
Grooming kit						        0,1 kg
One set of cognomen tags	
One instructional handbook	
Combat Sustenance rations, 14 days			        14 kg
Microbead	
Grapnel (Good Craftsmenship)					2 kg
Data-Slate						        0,5 kg	
Chrono	


Max Carrying Weight		56
Carrying Weight		49,85
Not on person: Laspistol and 2 charge packs, Knife, Flak Vest, Rechargable lamp pack.