Difference between revisions of "Daedalus (One to Redeem Them)"
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| 37 || 46 || 51 || 60 || 33 || 70(x2) || 40 || 40 || 29 || 14+1d5 || 2 or 3 || 1d10+1d5 || 0 | | 37 || 46 || 51 || 60 || 33 || 70(x2) || 40 || 40 || 29 || 14+1d5 || 2 or 3 || 1d10+1d5 || 0 | ||
|} | |} | ||
+ | |||
+ | == Skills == | ||
+ | * '''Strength:''' Intimidate +20 | ||
+ | * '''Intelligence:''' Chem-Use, Demolition, Evaluate, Literacy, Logic +10, Medicae, Tech-Use +20, Tracking | ||
+ | ** '''Lore (Common):''' Machine Cult, Tech | ||
+ | ** '''Lore (Forbidden):''' Adeptus Mechanicus, Archeotech, Heresy, Inquisition, Mutants, Pirates, Psykers, Warp, Xenos | ||
+ | ** '''Lore (Lingustics):''' Explorator Binary, Low Gothic, Techna-Lingua | ||
+ | * '''Perception:''' Awareness +20, Scrutiny +10, Search | ||
+ | * '''Trades:''' Archeologist, Armourer, Astrographer, Linguist, Scrimshawer, Shipwright, Voidfarer | ||
+ | |||
+ | == Talents == | ||
+ | * '''Cybernetic:''' Binary Chatter, Electro Graft Use, Ferric Lure, Logis Implant, Luminen Charge, The Flesh is Weak 2 | ||
+ | * '''Mental:''' Foresight, Infused Knowledge | ||
+ | * '''Physical:''' Heavy Weapon Training (Las) | ||
+ | * '''Other:''' Talented (Awareness, Tech-Use), Resistance (Fear), Jaded, Armour of Contempt, Enemy (Ecclesiarchy) | ||
+ | |||
+ | == 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.'' | ||
+ | * '''Machine 2:''' | ||
+ | ** |
Revision as of 19:27, 22 September 2011
Profile
Character Name | Player Name | Career Path | Ship's Role | Rank | Experience |
---|---|---|---|---|---|
Daedalus | Sunhawk | Explorator | Enginseer Prime | 5 | 17000/17000 |
Home World | Birthright | Lure of the Void | Trials and Travails | Motivation | Lineage |
Special | Unnatural Origin (False-Man) | Tainted (Deviant Philosphy) | Darkness (Dark Secret) | Devotion (Loyalty) | None |
Weapon Skill | Ballistic Skill | Strength | Toughness | Agility | Intelligence | Perception | Willpower | Fellowship | Wounds | Fate | Insanity | Corruption |
---|---|---|---|---|---|---|---|---|---|---|---|---|
37 | 46 | 51 | 60 | 33 | 70(x2) | 40 | 40 | 29 | 14+1d5 | 2 or 3 | 1d10+1d5 | 0 |
Skills
- Strength: Intimidate +20
- Intelligence: Chem-Use, Demolition, Evaluate, Literacy, Logic +10, Medicae, Tech-Use +20, Tracking
- Lore (Common): Machine Cult, Tech
- Lore (Forbidden): Adeptus Mechanicus, Archeotech, Heresy, Inquisition, Mutants, Pirates, Psykers, Warp, Xenos
- Lore (Lingustics): Explorator Binary, Low Gothic, Techna-Lingua
- Perception: Awareness +20, Scrutiny +10, Search
- Trades: Archeologist, Armourer, Astrographer, Linguist, Scrimshawer, Shipwright, Voidfarer
Talents
- Cybernetic: Binary Chatter, Electro Graft Use, Ferric Lure, Logis Implant, Luminen Charge, The Flesh is Weak 2
- Mental: Foresight, Infused Knowledge
- Physical: Heavy Weapon Training (Las)
- Other: Talented (Awareness, Tech-Use), Resistance (Fear), Jaded, Armour of Contempt, Enemy (Ecclesiarchy)
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.
- Machine 2: