Difference between revisions of "AGOGAT:Cyrus"

From RPGnet
Jump to: navigation, search
(Created page with "=Cyrus Arktos= <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> * Background * XP Notes </div> ==Profile=...")
 
 
(One intermediate revision by the same user not shown)
Line 41: Line 41:
 
*Logic: 55
 
*Logic: 55
 
*Security: 45
 
*Security: 45
 +
<br>
 
*Secret Language
 
*Secret Language
 
**Rogue Trader: 55
 
**Rogue Trader: 55

Latest revision as of 11:12, 17 April 2013

Cyrus Arktos[edit]

Profile[edit]

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 44 50 50 45 55 40 45 35
  • Career Path: Explorator
  • Rank: 2
  • Movement: 5/10/15/30
  • Wounds: 19
  • Corruption Points: 0
  • Insanity Points: 7
  • Fate Points: X
  • Role on ship:
    ??
  • Armor: 6 (All)

Skills[edit]

  • Awareness: 40
  • Common Lore
    • Machine Cult: 55
    • Navis Nobilite: 55
    • Tech: 55
  • Drive (Ground): 45
  • Forbidden Lore
    • Archeotech: 55
    • Adeptus Mechanicus: 55
    • Mutants: 55
  • Literacy: 55
  • Logic: 55
  • Security: 45


  • Secret Language
    • Rogue Trader: 55
    • Tech: 55
  • Scholastic Lore
    • Astromancy: 55
    • Beasts: 55
  • Speak Language
    • Explorator Binary: 55
    • Low Gothic: 55
    • Techna-lingua: 55
  • Tech-Use: 55
  • Trade
    • Armourer: 55
    • Technomat: 55

Talents[edit]

  • Basic Weapon Training (Universal)
  • Melee Weapon Training (Universal)
  • Enemy (Beast Houses) - -20 to Interaction Tests with group
  • Foresight - Spend ten minutes analyzing problem, gain +10 to next Intelligence test.
  • Logis Implant - Spend round's Reaction and make Tech-Use, gain +10 WS/BS until end of next turn. Then make Toughness test, or gain level of fatigue.
  • Paranoia - +2 to Initiative and occasional hidden Perception rolls.
  • Peer (Mutants) - +10 to Interaction Tests with group
  • Resistance (Poisons) - +10 to tests to resist Poisons.

Traits[edit]

  • Mechanicus Implants (Electro-Graft, Electoo Inductors, Respirator Unit (+20 vs. Airborne Toxins and Gas), Cyber-Mantle, Potentia-Coil, Cranial Circuitry)

Equipment[edit]

Armour[edit]

  • Enforcer Light Carapace (6 All)

Weapons[edit]

  • Good-Quality Hellgun (110m; S/3/-; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full; Reliable;)
  • Good-Quality Baleful Eye: (35m; S/2/-; 1d10+4 E; Pen 7; Clip 40; Reload 2 Full; Reliable;)
  • Good-Quality Power Axe (1d10+12 E; Pen 6; Power Field, Unbalanced)
  • Omnissian Power Axe (Sollex) (2d10+9 E; Pen 6; Power Field, Unbalanced, also functions as a combi-tool)

Gear[edit]

  • Combi-tool - +10 to Tech-Use Tests
  • Dataslate - It's a tablet full of data.
  • Injector - Inject one dose of any drug as a Full Action
  • Micro-bead - Talk to people!
  • Multikey - +30 to Security to break open locks.
  • Sacred Unguents - If applied (full action) weapon is immune to Jamming for (clipsize) shots. If applied to jammed weapons, unjams.
  • Voidsuit - Good for not horribly dying in space.

Cybernetics[edit]

  • Good-Quality Cortex Implants: Unnatural Intelligence x2, +10 to Literacy, Logic and Lore Tests when having to compare or sift through large volumes of data.
  • Good-Quality Baleful Eye: Equivalent to a Good-Quality Hellpistol

Back