Killian Horst

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Name: Killian Horst

Homeworld: Research Station 
Background: Adeptus Mechanicus
Role: Chirurgeon

Divinitation: Humans must die so that humanity can endure.

XP Total: 6000 
XP Free:  0

---Characteristics (1200 XP)---

 WS : 30 [+3] = 30 +  0[PB]            --
 BS : 40 [+4] = 30 + 10[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 +  5[PB] +10[350]   ++
+Per: 50 [+5] = 35 +  5[PB] +10[350]   ++
 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(2350 XP)---
[T2]Mechadendrite Use (Medicae)        300 ++
[T2]Mechadendrite Use (Optical)            ++
[T1]Weapon Training (Solid Projectile)     --
[T1]Resistance (Poison)                    +-
[T1]Jaded                                  --
[T3]Superior Chirurgeon                400 ++
[T2]Field Vivisection                  450 +-
[T2]Precision Killer                   900 --
[T2]Prosanguine                        300 ++


---Skills(2600 XP)---
[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 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. 
[roll 2/5]  Long Las: Basic  150m  S/–/– 1d10+3 E  1   40   Full   4.5kg  Scarce  Accurate, Felling (4), Reliable
[roll 3/5]  FAIL
[roll 4/5]  FAIL
[roll 5/5]  Clip/Drop Harness (x2)


[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