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Hjalmar Longfang
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== Talents & Traits == {| class="wikitable" |- ! Default Talent or Trait ! Description |- | Ambidextrous | Use either hand equally well |- | Astartes Weapon Training | Proficient with all weapons but exotic |- | Bulging Biceps | Remove bracing requirement for certain weapons |- | Deathwatch Training | Auto-confirm Righteous Fury against aliens |- | Heightened Senses (Sight, Sound, Smell) | +10 bonus to relevent senses |- | Killing Strike | Spend a Fate Point to make melee attack impossible to parry/dodge |- | Nerves of Steel | Re-roll failed tests to avoid pinning |- | Quick Draw | Ready as a free action |- | Counterattack | After a successful parry, get a free attack using the parried weapon at a -20 penalty. |- | Resistance (Psychic Powers) | +10 bonus to resistance tests |- | True Grit | Reduce critical damage the character takes |- | Unarmed Master | 1d10+SB damage, no Primitive trait |- | Unnatural Strength (x2) | Increase characteristic bonus by two |- | Unnatural Toughness (x2) | Increase charactertistic bonus by two |} {| class="wikitable" |- ! Gained Talent or Trait ! Description |- | Mechanicus Implants Trait | The character is a servant of the machine-god, an initiate into the mysteries of the Priesthood of Mars and as such is a vessel for the following implants | Electro-Graft; Electoo Inductors; Respirator Unit; Cyber-Mantle; Potentia Coil; Cranial Circuitry |- | Electro-Graft Use | The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to common lore, inquiry, or tech-use tests while connected to a data port. |- | Mechandendrite Use (Servo-Arm) | Servo arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines |- | The Flesh is Weak (1) | This talent grants the character the Machine Trait with armor points equal to the number of times this Talent has been taken. |- | Machine Trait | Machines do not breathe, are immune to effects of a vacuum, extremes of cold, any mind influencing psychic effect, and their Armor Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armor Points for each location. This number is indicated next to the trait. |- | Autosanguine | When applying healing, the character is always considered lightly damaged, and heals at an increased rate, removing 2 points of damage per day |- | Hatred (Chaos) | When fighting [Chaos], in close combat, the character gains a +10 bonus to all weapon skill tests made against them. |- | Right of Awe | All humans within 50 m radius feel a sense of dread and take a -10 to their next skill test. PCs may ignore with a successful willpower test. The rite requires a one half action speaking the litany in Techna-Lingua. |}
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