Killian Horst

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Intro

Killian Horst


HomeworldResearch Station Mu-Prime
BackgroundAdeptus Mechanicus
RoleChirurgeon
DivinationHumans must die so that humanity can endure
Influence50
Intiative+4
Half move4
Wounds11 (8+1d5)
Fate3


Insanity0
Corruption0


XP Total/Left6300/-50
Aptitudes
Origin Knowledge
Background Tech
Role
  • Fieldcraft
  • Intelligence
  • Knowledge -> Perception
  • Strength
  • Toughness

Head
5 (0+5)


R.Arm
7 (2+5)

L.Arm
7 (2+5)

Body
7 (2+5)


R.Leg
7 (2+5)

L.Leg
7 (2+5)

Cognomenae

  • Killian Horst, Associated Researcher
  • Killian Horst, Forge World Skorgulian, Enginseer-Errant
  • Rudolf Timmerman, Deglubia goverment, Life-Support Senior Enginseer
  • Konrad Schwartz, Jedermann Cartel, Life-Support Senior Enginseer

Characteristics (950 XP)

Stat Value Bonus = Base Points Training Aptitudes XP cost
WS 30 [+3] = 30 0 0 ○○ 0
BS 45 [+4] = 30 15 0 ○○ 0
S 30 [+3] = 30 0 0 ●○ 0
T 50 [+5] = 30 15 5 ●○ 250
Ag 40 [+4] = 30 10 0 ○○ 0
Int 50 [+5] = 35 5 10 ●● 350
Per 50 [+5] = 35 5 10 ●● 350
WP 40 [+4] = 30 10 0 ○○ 0
Fel 25 [+2] = 25 0 0 ○○ 0


Traits

  • Pursuit of Data: Gain Rank 1 (Known) in one related or identical Forbidden Lore skill whenever attaining Rank 2 (Trained) in a Scholastic Lore skill.
  • Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
  • Dedicated Healer: In addition to the normal uses of Fate points (see page 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus.

Talents(2500 XP)

Tier Talent Specialization Aptitudes XP cost
1 Weapon Training (Solid Projectile) ●○
1 Resistance (Toxins) ●○
1 Jaded ○○
2 Mechadendrite Use (Medicae) ●● 300
2 Mechadendrite Use (Optical) ●●
2 Precision Killer ○○ 900
2 Prosanguine ●● 300
3 Superior Chirurgeon ●● 400
3 True Grit ●○ 600

Skills(2900 XP)

Stat Skill Specialization Rank XP cost Aptitudes Roll
[Int] Medicae +10 300 ●● vs(50+10+10+20)
[Int] Logic +10 200 ●● vs(50+10+10)
[Int] Common Lore (Adeptus Mechanicus) ●● vs(50+10)
[Int] Tech-Use +10 200 ●● vs(50+10+10)
[Int] Commerce +10 300 ●● vs(50+10)
[Int] Scholatic Lore (Beasts) +10 300 ●● vs(50+10+10)
[Int] Scholatic Lore (Chymistry) +10 300 ●● vs(50+10+10)
[Int] Scholatic Lore (Tech) +10 300 ●● vs(50+10+10)
[Int] Forbidden Lore (Mutants) ●● vs(50+10)
[Int] Forbidden Lore (Chymistry) ●● vs(50+10)
[Int] Forbidden Lore (Archeotech) ●● vs(50+10)
[Int] Forbidden Lore (Criminal Cartels and Smugglers) 100 ●● vs(50+10)
[Int] Trade (Chymist) 100 ●● vs(50)
[Int] Trade (Morticator) 100 ●● vs(50)
[Int] Security ●● vs(50)
[Per] Awareness ●● vs(50+10+20)
[Per] Scrutiny 100 ●● vs(50)
[Ag] Dodge 300 ○○ vs(40)
[Ag] Operate (Surface) 200 ●○ vs(40)
[S] Athletics 100 ●● vs(30)

Equipment

Cybernetics

Mecanicus Implants:

  • Cranial circuitry
  • Cyber-mantle
  • Electro-graft
  • Electoo Inductors
  • Potentia Coil
  • [1/5] Subskin Armor: +2 AP Arms, Body, Legs
  • [2/5] Calculus Logi Upgrade: +10 on Lore, Logic and Linguistics tests
  • [3/5] Mechadendrite (Medicae): +10 on Medicae tests, contains injectors
  • [4/5] Mechadendrite (Optical): +10 visual perception, pict-recording, micro- and telescopic abilities, ignores penalties for dakrness and obscured vision
  • [5/5] Autosanguine Implants: This ancient and blessed microscopic technology flows as a metallic liquid within the character’s bloodstream, repairing minor injuries and accelerating healing. It repairs minor injuries and speeds recovery. When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of damage per day instead of 1.

Augur Array [roll 1/5]: A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner.

Bionic Respiratory System: Characters gain a +20 bonus to Toughness tests made to resist airborne toxins and gas weapons. Good bionic lungs count as a full life support system—if for any reason the user’s own respiratory system fails, his bionic lungs keep his blood oxygenated

Armor

Name Type Locations AP Max Ag Weight
Subskin Armor Implant Arms, Body, Legs 2 -- --
Name Rating Locations Overload Weight Misc
Refractor Field 30 All 01-10 2 kg -20 on Stealth checks when active

Weapons

Name Class Range ROF Damage Pen Clip Reload Special Weight
Hand Cannon Pistol 35 m S/-/- 1d10+4 I 2 5 2 Full --- 3 kg
Longlas Basic 150 m S/-/- 1d10+3 E 1 40 Full Accurate, Felling(4), Reliable 4.5 kg
Stub Automatic Pistol 30 m S/3/– 1d10+3 I 0 9 Full --- 1.5 kg

Gear

  • Mechanicus Robes
  • Sacred Unguents (x2): Holy lubricating oils that have received the blessings of the Omnissiah, these liquids are highly sought after for their calming effect on recalcitrant machine spirits. If applied to a weapon - which requires a Full Action — the weapon becomes immune to jamming (see page 224) for a number of shots equal to its clip size. If the unguent is applied to an already jammed weapon, the jam immediately clears, but there is no further effect.
  • Monotask Servoskull (Utility): The skull is equipped with probes, plugs, and tools to aid in technical tasks. The character gains the benefits of a combi-tool as long as the servo-skull is nearby and active. A character using a combi-tool gains a +10 bonus to Tech-Use tests.
  • Clip/Drop Harness (x2): A simple (but robust) spooled safety line with a magnetic or hooked clasp at the end, these tools attach to the user’s belt or shoulder straps. When deployed, they allow for relative safety in rappelling down vertical surfaces or preventing falls from unsteady rooftops. A character using a clip harness to descend a vertical surface gains a +30 bonus on tests to Climb and cannot fall if he fails. Common quality harnesses can hold 150kg.
  • Refractor Field: Refractor fields are small enough to be disguised as jewellery or other ornamentation. While active, they can disperse an attack across the field’s entire surface area to negate the damage, but they also constantly envelop users with a soft halo as their energies interact with the surrounding air. The glow of an active refractor field makes the user more noticeable in low lighting or darkness, and imposes a –20 penalty on all Stealth tests he takes.