Difference between revisions of "Killian Horst"

From Game Logs
Jump to: navigation, search
m (Weapons)
m (Gear)
Line 114: Line 114:
  
 
===Gear===
 
===Gear===
<pre>
+
* Robes
            Robes
+
* Sacred Unguents (x2)
            Sacred Unguents (x2)
+
* Monotask Servoskull (Utility): flying combi-tool
            Monotask Servoskull (Utility): flying combi-tool
+
* Clip/Drop Harness (x2)
[roll 5/5]  Clip/Drop Harness (x2)
 
[roll 3/5]  FAIL
 
[roll 4/5]  FAIL
 
  
 
</pre>
 
</pre>

Revision as of 12:43, 16 June 2016

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 Total6000
XP Left0
Aptitudes
Origin Knowledge
Background Tech
Role
  • Fieldcraft
  • Intelligence
  • Knowledge -> Perception
  • Strength
  • Toughness


Armor

Head
0


R.Arm
2+5

L.Arm
2+5

Body
2+5


R.Leg
2+5

L.Leg
2+5

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(2950 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(2600 XP)

Stat Skill Specialization 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 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] 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

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

Gear

  • Robes
  • Sacred Unguents (x2)
  • Monotask Servoskull (Utility): flying combi-tool
  • Clip/Drop Harness (x2)

</pre>