Killian Horst

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Killian Horst
HomeworldResearch Station Mu-Prime
BackgroundAdeptus Mechanicus
RoleChirurgeon
DivinationHumans must die so that humanity can endure

Intro

Characteristics (950 XP)

Influence50
Intiative+4
Half move4
Wounds11 (8+1d5)
Fate3
Insanity0
Corruption0
XP Total6000
XP Left0
Stat Value Bonus = Base Points Training Aptitudes
WS 30 [+3] = 30 0 0 ○○
BS 45 [+4] = 30 15 0 ○○
S 30 [+3] = 30 0 0 ●○
T 50 [+5] = 30 15 5[250] ●○
Ag 40 [+4] = 30 10 0 ○○
Int+ 50 [+5] = 35 5 10[350] ●●
Per+ 50 [+5] = 35 5 10[350] ●●
WP 40 [+4] = 30 10 0 ○○
Fel- 25 [+2] = 25 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.

Aptitudes

Origin

  • Knowledge

Background

  • Tech

Role

  • Fieldcraft
  • Intelligence
  • Knowledge => Perception
  • Strength
  • Toughness

Talents(2950 XP)

Tier Talent Specialization Aptitudes XP cost
1 Weapon Training Solid Projectile ●○ ---
1 Resistance Poison ●○ ---
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(2600 XP)

Stat Skill Spec Rank XP cost Aptitudes Roll
[Int] Medicae +10 300 ●● vs(50+10+10+20)
[Int] Logic ●● vs(50+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] Scholastic Lore Beasts +10 300 ●● vs(50+10+10)
[Int] Scholastic Lore Chymistry +10 300 ●● vs(50+10+10)
[Int] Scholastic 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] 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

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.

  • [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.

Armor

Armor

Head
0


R.Arm
2+5

L.Arm
2+5

Body
2+5


R.Leg
2+5

L.Leg
2+5

Weapons

            Hand Cannon: Pistol  35m  S/–/– 1d10+4 I  2    5   2 Full — 3kg         SA vs(40+10) | h-aimed SA vs(40+10+10) | f-aimed SA vs(40+10+20) | pointblank h-aimed SA vs(40+10+10+30)
                15 rounds
[roll 2/5]  Long Las:    Basic  150m  S/–/– 1d10+3 E  1   40     Full   4.5kg       SA vs(40+10) | h-aimed SA vs(40+10+10) | f-aimed SA vs(40+10+20) | pointblank h-aimed SA vs(40+10+10+30)
                         Accurate, Felling (4), Reliable 
                2 charge packs

Gear

            Robes
            Sacred Unguents (x2)
            Monotask Servoskull (Utility): flying combi-tool
[roll 5/5]  Clip/Drop Harness (x2)
[roll 3/5]  FAIL
[roll 4/5]  FAIL