Difference between revisions of "Enginseer-Prime Quintus Aureleus"

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== Abilities ==
 
== Abilities ==
 
'''Weapon Skill:'''    27 (2)<br>
 
'''Weapon Skill:'''    27 (2)<br>
'''Ballistics Skill:''' 40 (4) (250 xp)<br>
+
'''Ballistics Skill:''' 40 (4)<br>
'''Strength:'''        35 (3) (100 xp)<br>
+
'''Strength:'''        35 (3)<br>
'''Toughness:'''        45 (4) (100 xp)<br>
+
'''Toughness:'''        45 (4)<br>
 
'''Agility:'''          30 (3)<br>
 
'''Agility:'''          30 (3)<br>
'''Intelligence:'''    60 (12) (100 xp)<br>
+
'''Intelligence:'''    60 (12)<br>
 
'''Perception:'''      50 (5)<br>
 
'''Perception:'''      50 (5)<br>
 
'''Willpower:'''        40 (4)<br>
 
'''Willpower:'''        40 (4)<br>
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'''Talented (Tech-Use):''' Gain +10 bonus to any Tech-Use Test<br>
 
'''Talented (Tech-Use):''' Gain +10 bonus to any Tech-Use Test<br>
 
'''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.<br>
 
'''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.<br>
'''Autosanguine:''' (200 xp)<br>
+
'''Autosanguine:''' Always count as lightly-wounded, naturally heal 2 points of Damage per day<br>
  
 
== Skills ==
 
== Skills ==
 
=== Perception ===
 
=== Perception ===
Awareness(100 xp)<br>
+
Awareness<br>
 
=== Intelligence ===
 
=== Intelligence ===
 
Chem-Use<br>
 
Chem-Use<br>
Line 52: Line 52:
 
Logic<br>
 
Logic<br>
 
Tech-Use<br>
 
Tech-Use<br>
Trade (Armourer)(100 xp)<br>
+
Trade (Armourer)<br>
 
Trade (Technomat)<br>
 
Trade (Technomat)<br>
 
=== Intelligence: Lores ===
 
=== Intelligence: Lores ===
Line 62: Line 62:
 
Forbidden Lore (Xenos)<br>
 
Forbidden Lore (Xenos)<br>
 
Scholastic Lore (Archaic)<br>
 
Scholastic Lore (Archaic)<br>
Scholastic Lore (Astromancy)(100 xp)<br>
+
Scholastic Lore (Astromancy)<br>
 
Scholastic Lore (Chymistry)<br>
 
Scholastic Lore (Chymistry)<br>
 
Speak Language (Explorator Binary)<br>
 
Speak Language (Explorator Binary)<br>
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Micro-Bead<br>
 
Micro-Bead<br>
 
Multi-Key<br>
 
Multi-Key<br>
 +
 +
== Advancement Notes ==
 +
'''Background:'''Fringe Survivor: Heretek, New Horizons: Xeno Arcanist, Knowledge: Knowledge is Power<br>
 +
'''Simple Characteristic Bonuses:''' Intelligence (100), Strength (100), Toughness (100), Ballistics Skill (250)<br>
 +
'''Skills:''' Awareness (100), Scholastic Lore: Astromancy (100), Trade: Armourer (100)<br>
 +
'''Talents:''' Autosanguine (200)<br>

Revision as of 00:35, 5 June 2011

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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:6250/6250

Abilities

Weapon Skill: 27 (2)
Ballistics Skill: 40 (4)
Strength: 35 (3)
Toughness: 45 (4)
Agility: 30 (3)
Intelligence: 60 (12)
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.
Autosanguine: Always count as lightly-wounded, naturally heal 2 points of Damage per day

Skills

Perception

Awareness

Intelligence

Chem-Use
Literacy
Logic
Tech-Use
Trade (Armourer)
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)
Scholastic Lore (Chymistry)
Speak Language (Explorator Binary)
Speak Language (Low Gothic)
Speak Language (Techna-Lingua)

Bionics

Baleful Eye (Common): An archeotech cybernetic eye that fires a laser. Range 10m, Rate of Fire S/2/-, Damage 1d10+4E, Penetration 7, Clip 40
Cortex Implants (Good): A brain augmentation system. Grants Unnatural Intelligence (x2) and acts as a cogitator system
MIU Implant (Good): System for interfacing directly with machines. Gain +10 to Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skill Tests, as well as to communicate with machine spirits. Can share senses of cyber-familiars.

Armour/Weapons

Power Axe, Mezoa-Pattern (Good): Melee, Damage 1d10+7 E, Penetration 7, Power Field, Unbalanced, 6kg, +5 to Weapon Skill Tests
Boltgun (Common):
Enforcer Light Carapace (Common): Locations All, Armor Points 5, 15 kg

Equipment

B0M (Servo-Skull Familiar)

WS 15, BS 15, S 10, T 20, Ag 30, Int 15, Per 35, WP 20, Fel --, Wounds 4, Armour 2
Awareness +10, Concealment +10, Dodge, Silent Move +10, Demolition +20
Fearless, Dark Sight, Flier 6, Machine (2), Size (Puny)
Built-in vox, built-in cogitator, auspex, hand flamer (Range 10m, RoF S/-/-, Damage 1d10+4 E, Penetration 2, Clip 2, Reload 2 Full, Flame)

Other Equipment

Void Suit
Injector
Sacred Machine Oil
Combi-Tool
Data-Slate
Micro-Bead
Multi-Key

Advancement Notes

Background:Fringe Survivor: Heretek, New Horizons: Xeno Arcanist, Knowledge: Knowledge is Power
Simple Characteristic Bonuses: Intelligence (100), Strength (100), Toughness (100), Ballistics Skill (250)
Skills: Awareness (100), Scholastic Lore: Astromancy (100), Trade: Armourer (100)
Talents: Autosanguine (200)