Difference between revisions of "DMZero"

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(Other Gear)
(Cybernetics)
Line 116: Line 116:
 
*''Utilty Mecandrite''
 
*''Utilty Mecandrite''
 
**+10 tech use, smoke, oil, Monoknife
 
**+10 tech use, smoke, oil, Monoknife
 
*''GQ Chem Port''
 
**Inject drugs
 
  
 
===Other Gear===
 
===Other Gear===

Revision as of 05:26, 21 November 2012

Background

Overview

Zero was always interested in the the strength of the flesh, so much so he decided to improve on the human form in the end such work caused him to be declared herticus and cast out.

Appearance

Zero is unpleasent to look upon he is more than happy to test his own work upon himself, and thus he is a nightmarish mismash of various grafts and minor mutations.

Personality

Craftmanship Betrayal Acendency

Desires and Goals

Achive his dream to create the ultimate human, that will claim all for humanity

Enemies and Hatreds

History

Views

Profile

Character Name Player Name Race Archetype Party Role Infamy Wounds Corruption Experience
Z.E.R.O Faustus21 Human Heretek Medicae/Information-Gather 22 15 5 6900/7000
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
34 34 30 30 34 48 30 50 30

Skills

  • Strength
  • Agility
    • Dodge,
  • 'Intelligence
    • Common Lore (Adeptus Mechancius, Tech), Forbidden Lore (Xenos), Logic, Medicae, Tech Use, Scholastic Lore (Chymistry), Security
  • Perception
  • Willpower
    • Interrogate
  • Fellowship

Talents

Tier One

  • Die Hard:
    • When suffering from blood loss, roll twice to avoid death.
  • Enemy (Adeptus Mechanicus):
    • Suffers a -10 to Fellowship Tests with loyal members of the Adeptus Mechanicus.
  • Cold Hearted:
    • +1 Corruption, immune to seduction, gains +20 on opposed Charm tests.
  • Technical Knock:
    • Can un-jam a weapon as a Half Action once per round.
  • Total Recall:
    • Nigh-perfect recall of any events or information learned. For extreme cases, an Intelligence Test may be called for.
  • Weapon Training:
    • Las, Power, Primary, Shock

Tier Two

  • Armor-Monger:
    • Any armor worn by the character gains +2 AP.
  • Mechadendrite Training (Utility), Medicae:
    • Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical and countless others.

Tier Three

Traits

Traits

  • Binary Chatter:
    • Gain +10 to tasks that involve ordering or communicating with servitors
  • Mechanicus Implants:
    • All manner of Mechanicus-related augmentations


  • Mechanicus Implants:
    • All manner of Mechanicus-related augmentations
  • The Quick and the Dead: A squishy (or slightly crunchy, as it may be) human in the vortex must react fast to live.
    • +2 to Initiative rolls.

Mutations

Equipment

Armour

  • Light Carapace Armour:
    • Locations (Arms, Body, Legs), AP 5, 15 kg, Rare

Weapons

Power Axe (Best) w/ Cursed Metal

Range RoF Dam Pen Mag Reload Special Weight Availability
Melee N/A 1d10+7 E 6 N/A N/A Power Field, Unbalanced 8 kg Extremely Rare

LasCarbine

Range RoF Dam Pen Mag Reload Special Weight Availability
75m S/2/- 1d10+3 E 0 60 Half Reliable 2.5kg Common

Cybernetics

  • GQ Blade Tine
    • +5 to Medicae and Interrogation tests, 1d5+2, Pen 2, Tearing
  • GQ Nerve Induction Tine
    • +20 Interrogation, +20 Charm
  • GQ Medicae Mecandrite
    • +10 to Medicae, +10 to Interrogation, stanuch blood as half action, 6x drug injectors, Chainscaple
  • Utilty Mecandrite
    • +10 tech use, smoke, oil, Monoknife

Other Gear

  • Unholy unguents
  • Dataslate
  • Cameleoline Cloak

Alignment

  • Khorne: 0
  • Nurgle: 0
  • Slaanesh: 0
  • Tzeentch: 0
  • Unaligned: 0

Experience

Experience (Total: 7000, Used: 6450)

  • Stealth (200xp)
  • Cursed Heirloom (250xp)