Difference between revisions of "Killian Horst"

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==Talents(2350 XP)==
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==Talents(2950 XP)==
 
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|3 || Superior Chirurgeon ||                  || ●● || 400
 
|3 || Superior Chirurgeon ||                  || ●● || 400
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|3 || True Grit          ||                  || ●○ || 600
 
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Revision as of 21:57, 14 June 2016

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(2500 XP)

[Int] Medicae +10                           300  ++ vs(50+10+10+20)
[Int] Logic                                      ++ vs(50+10)
[Int] CL (Adeptus Mechanicus)                    ++ vs(50+10)
[Int] Tech-Use +10                          200  ++ vs(50+10+10)
[Int] Commerce +10                          300  ++ vs(50+10)
[Int] SL (Beasts) +10                       300  ++ vs(50+10+10)
[Int] SL (Chymistry) +10                    300  ++ vs(50+10+10)
[Int] SL (Tech) +10                         300  ++ vs(50+10+10)
[Int] FL (Mutants)                               ++ vs(50+10)
[Int] FL (Chymistry)                             ++ vs(50+10)
[Int] FL (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)
 [Ag] Dodge                                 300  -- vs(40)
 [Ag] Operate (Surface)                     200  +- vs(40)
  [S] Athletics                             100  ++ vs(40)

Equipment

Mecanicus Implants:
   Cranial circuitry
   Cyber-mantle
   Electro-graft
   Electoo Inductors
   Potentia Coil
   
[roll 1/5]  Augur Array: 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

          [ 0 + 5 ]
       
[ 2 + 5 ] [ 2 + 5 ] [ 2 + 5 ]
         
    [ 2 + 5 ]   [ 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