Enginseer-Prime Quintus Aureleus: Difference between revisions
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== Skills == | == Skills == | ||
=== Perception === | |||
Awareness(100 xp)<br> | |||
=== Intelligence === | |||
Chem-Use<br> | |||
Literacy<br> | |||
Logic<br> | |||
Tech-Use<br> | |||
Trade (Armourer)(100 xp)<br> | |||
Trade (Technomat)<br> | |||
=== Intelligence: Lores === | |||
Common Lore (Machine Cult)<br> | |||
Common Lore (Tech)<br> | |||
Forbidden Lore (Adeptus Mechanicus)<br> | |||
Forbidden Lore (Archeotech)<br> | |||
Forbidden Lore (Pirates)<br> | |||
Forbidden Lore (Xenos)<br> | |||
Scholastic Lore (Archaic)<br> | |||
Scholastic Lore (Astromancy)(100 xp)<br> | |||
Scholastic Lore (Chymistry)<br> | |||
Speak Language (Explorator Binary)<br> | |||
Speak Language (Low Gothic)<br> | |||
Speak Language (Techna-Lingua)<br> | |||
== Bionics == | == Bionics == |
Revision as of 13:53, 24 May 2011
Back to the main page
Name: Quintus Aureleus
Career Path: Explorator
Rank: 1
Home world: Forge World
Birthright: Fringe Survivor (Heretek)
Lure of the Void: New Horizons (Xeno Arcanist)
Trials and Travails: Dark Voyage
Motivation: Knowledge (Knowledge is Power)
XP:5750/5750
Abilities
Weapon Skill: 27 (2)
Ballistics Skill: 40 (4)
Strength: 30 (3)
Toughness: 40 (4)
Agility: 30 (3)
Intelligence: 55 (10)
Perception: 50 (5)
Willpower: 40 (4)
Fellowship: 30 (3)
Wounds: 12
Corruption: 3
Insanity: 7
Fate 3
Traits
Stranger to the Cult: -5 Fellowship vs. Ecclesiarchy
Mechanicus Implants: Electro-graft, Electoo Inductors, Respirator Unit, Cyber-Mantle, Potential Coil, Cranial Circuitry
Role - Enginseer Prime: +10 to Ship Action 'Emergency Repairs'
Unnatural Intelligence (x2): Double Intelligence Bonus value. +2 degree of success in any Opposed Intelligence-based Test.
Talents
Technical Knock: Un-jam a gun as a half-action Basic Weapon Training (Universal): Includes Bolt, Las, Launcher, Primitive and SP Basic weapon training Melee Weapon Training (Universal): Includes Chain, Shock, Power and Primitive Melee weapon training Foresight: With ten minutes of analysis, gain +10 on an Intelligence Test Talented (Tech-Use): Gain +10 bonus to any Tech-Use Test Logis Implant: Use a round's Reaction and a Tech-Use Test to gain +10 to all WS and BS Tests until the end of next turn.
Skills
Perception
Awareness(100 xp)
Intelligence
Chem-Use
Literacy
Logic
Tech-Use
Trade (Armourer)(100 xp)
Trade (Technomat)
Intelligence: Lores
Common Lore (Machine Cult)
Common Lore (Tech)
Forbidden Lore (Adeptus Mechanicus)
Forbidden Lore (Archeotech)
Forbidden Lore (Pirates)
Forbidden Lore (Xenos)
Scholastic Lore (Archaic)
Scholastic Lore (Astromancy)(100 xp)
Scholastic Lore (Chymistry)
Speak Language (Explorator Binary)
Speak Language (Low Gothic)
Speak Language (Techna-Lingua)
Bionics
MIU Implant
Baleful Eye
Cortex Implants
Armour/Weapons
Power Axe (Mezoa-Pattern)
Hellgun
Enforcer Light Carapace
Equipment
Servo-Skull Familiar (Security)
Void Suit
Injector
Sacred Machine Oil
Combi-Tool
Data-Slate
Micro-Bead
Multi-Key