Difference between revisions of "Killian Horst"

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   Potentia Coil
 
   Potentia Coil
 
    
 
    
  Augur Array: A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a  
+
[roll]  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  
 
                 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  
 
                 visible to human senses, such as invisible gases, nearby signs of life, non-visible  
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                 than 50cm thick and certain shielding materials can block a scanner.  
 
                 than 50cm thick and certain shielding materials can block a scanner.  
  
  Subskin Armor: +2 AP Arms, Body, Legs
+
[1/5]  Subskin Armor: +2 AP Arms, Body, Legs
  Calculus Logi Upgrade: +10 on Lore, Logic and Linguistics tests
+
[2/5]  Calculus Logi Upgrade: +10 on Lore, Logic and Linguistics tests
 
    
 
    
  Mechadendrite (Medicae): +10 on Medicae tests, contains injectors
+
[3/5]  Mechadendrite (Medicae): +10 on Medicae tests, contains injectors
  Mechadendrite (Optical): +10 visual perception, pict-recording, micro- and telescopic abilities, ignores  
+
[4/5]  Mechadendrite (Optical): +10 visual perception, pict-recording, micro- and telescopic abilities, ignores  
                            penalties for dakrness and obscured vision
+
                                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:

Revision as of 14:51, 8 June 2016

Name: Killian Horst

Homeworld: Research Station 
Background: Adeptus Mechanicus
Role: Chirurgeon

Divinitation: Humans must die so that humanity can endure.

XP Total: 4000 
XP Free:  0

---Characteristics (700 XP)---

 WS : 30 [+3] = 30 +  0[PB]            --
 BS : 30 [+3] = 30 +  0[PB]            --
 S  : 40 [+3] = 30 +  5[PB] + 5[250]   +-
 T  : 50 [+5] = 30 + 15[PB] + 5[250]   +-
 Ag : 40 [+4] = 30 + 10[PB]            --
+Int: 50 [+5] = 35 + 10[PB] + 5[100]   ++
+Per: 50 [+5] = 35 + 10[PB] + 5[100]   ++
 WP : 40 [+4] = 30 + 10[PB]            --
-Fel: 25 [+2] = 25 +  0[PB]            --

Influence: 50

Initiative: +4
Half move : 4

Wounds    : 11 (8+1d5)
Fate      : 3  
Insanity  : 0
Corruption: 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---
Knowledge
Intelligence 
Perception
Tech
Fieldcraft
Strength
Toughness

---Talents(700 XP)---
[T2]Mechadendrite Use (Medicae)        300 ++
[T2]Mechadendrite Use (Optical)            ++
[T1]Weapon Training (Solid Projectile)     --
[T1]Resistance (Poison)                    +-
[T1]Jaded                                  --
[T3]Superior Chirurgeon                400 ++


---Skills(2600 XP)---
[Int] Linguistics (Low Gothic)              100  ++
[Int] Medicae +10                           300  ++
[Int] Logic                                      ++
[Int] CL (Adeptus Mechanicus)                    ++
[Int] Tech-Use +10                          200  ++
[Int] Commerce +10                          300  ++
[Int] SL (Beasts) +10                       300  ++
[Int] SL (Chymistry) +10                    300  ++
[Int] SL (Tech) +10                         300  ++
[Int] FL (Mutants)
[Int] FL (Chymistry)
[Int] FL (Archeotech)
[Int] Trade (Chymist)                       100  ++
[Int] Trade (Morticator)                    100  ++  
[Per] Awareness                                  ++
[Per] Security                                   ++
 [Ag] Dodge                                 300  --
 [Ag] Operate (Surface)                     200  +- 
  [S] Athletics                             100  ++

---Equipment---
Mecanicus Implants:
   Cranial circuitry
   Cyber-mantle
   Electro-graft
   Electoo Inductors
   Potentia Coil
   
[roll]  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:

Weapons:
   Hand Cannon: Pistol 35m S/–/– 1d10+4 I 2 5 2 Full — 3kg
                +ammo

Gear:
   Robes
   Sacred Unguents (x2)
   Monotask Servoskull (Utility): flying combi-tool