Enginseer-Prime Quintus Aureleus

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Summary

Name: Quintus Aureleus
Player: Sunhawk
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:6250/7100

Description

Quintus Aureleus (so-called because he was the fifth-named orphan in the month at the housing facility where he grew up) is a somewhat small man, in spite of his augmentation. Reaching barely 1.6 meters at full height, his solid presence might bring to mind a rather thin Squa-err, that is, he's rather short. Nevertheless, he radiates a strong sense of presence and a competence that is matched only by the reality of his capabilities.

While well-versed in the ways of Machine Spirits, he is somewhat of an oddity among his fellows in his sense of... aesthetics. A strong belief in the holy perfection of the human form, he feels that form does not always follow function, but that function may be improved by form. Disdaining the sometimes ostentatious displays of machinery sticking out of flesh, his implants, while just as capable as those of other tech-priests, tend towards smooth and shiny over loud and crude (in his opinion).

It is hard to put years to the face (or what can be seen of it) of a member of the Priesthood of Mars, but Quintus looks to be somewhat on the young side of middle-aged, or on the old side of youth, whichever. His mouth and chin are covered (or replaced, more likely) by a smooth metal mask that follows the shape of a human jaw, and which has a scalloped deformity where the lips might be - from the grille this surrounds comes his voice, and, one would assume, somewhere underneath he drinks the nondescript nutritious sludge that he carries around with him. His head is covered in electrum bands that lie flush into the skin, and similar bands cross his torso, interrupted by the softly glowing amethyst crystals that are the visible portions of his sacred potentia coil. His left eye is usually covered by a golden gear-like monacle filled with green crystal, through which flickering symbols might be seen, with his right being more or less normal-appearing, and a bright green that matches the crystal. Traces of metal that appear like circuits cover his arms (and, one would assume, his legs), and his wrists contain ports for who-knows-what.

He gets along remarkably well with normal citizens of the Imperium, considering his station in the Priesthood of Mars. Always looking for new things to learn (particularly any new incidents of lost human technology), he was attracted to the ship-yard of Exaviar's World from rumors of ancient blueprints hidden in the depths of the cogitators. His placement there put him in an excellent position when the long-lost Viaticus flagship reappeared - first to lead the repair efforts and to certify the ship as ready for use and then to get himself placed in charged of the company of Tech-Priests charged with its upkeep.

Now, he is sure, he will find plentiful examples of lost Imperial technology, and have many opportunities to demonstrate the value of his aesthetics and his abilities to those that scoffed at him many years before.

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 (6 kg)
Storm Bolter (Common): Basic, Range 90m, RoF S/2/4, Damage 1d10+5 X, Penetration 4, Clip 60, Reload Full, Storm, Tearing (9 kg)
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)

Chemicals

Injector: Can hold a single dose of a drug (holds a dose of Spur)
Sacred Machine Oil: If applied to a weapon, becomes immune to Jamming for a number of shots equal to its clip size or immediately unjams the weapon
Spur: Lasts 2d10 minutes, cannot be Stunned and takes no Fatigue for the duration, afterwards -20 Toughness and Agility Tests for an hour and a Fatigue for every two prevented. More than 5 times/week can cause addiction

Other Equipment

Bolter
Void Suit
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)

Personal Quarters

Workshop
While Quintus of course uses the general facilities in the Enginarium for any large projects or for the normal duties of the Enginseer-Prime on a vessel the size of the The Aetherius Aeternus, he also has a well-equipped but small workshop for his own private research and manufacturing. Here he disassembles machines that stop functioning in an unusual manner or puts together masterful examples of the machinator's trade.
A wide variety of chemicals, powders and other mysterious substances all carefully labeled in a small uniform script as to makeup, function, origin and age are held tightly on row after row of racks in one corner. Below, an assortment of crystalware allow for titration, heating and sublimation, and a shelf of scrolls filled with notations and diagrams sits on the wall nearby. On the other side of the workshop is a solid bench, edged with clamps and waldos of all shape and size. A large lens encircled by a bright light sits on a hinged swing-arm for closer examination of a project, and drawers and cabinets festoon the lower wall surfaces. Green flickering screens adorn the walls at eye-height, offering constant access to cogitator results and necessary data for nearly any project Quintus might desire to work on.
Several incomplete projects lie carefully secured on one surface or another - here a bubbling brown mixture simmers for day after day on a heated plate with a red-eyed skull watching it carefully for any change in hue, and there is an incomplete set of small minute linked scales, destined to be part of an exquisitely-crafted suit of power armour in the traditional Mechanicum style.

Quotes from the Crew

"Having an emissary of the Omnissiah with us is excellent. The ship will run smoother for it, I can feel it. And his monocle is a thing of pure style; I shall have him build one for me at some point. He is suspiciously good at conversing with the mundanes of the Imperium. And how much of his ideas about the world could be considered heresy by his more orthodox brothers and sisters in the Mechanicum?" - Alexis

"Cogboy? Cogboy always good to befriend. If not your lasgun stop working in middle of fight and then who is iron jellyfish now, eh? He get along well with Didi, so I guess is okay chap. I guess is just his incense, leave ash everywhere, hell to sweep." - Boris

"Aesthetics of some of his bionics seems too... frivolous. Is it a sign that his skills and reverence are lacking? I don't know. Anyway, I haven't had good long philosophical discussion for a long time, and he's, without doubt can provide one." - Ramirez

The personality of Quintius is rather light compared to the usual tech priest. His obsession with human perfection, is rather off setting for the crippled mutant especially the when he wants to start implanting things into her head, even if it would aid her. - Aeysha

Quintus Aureleus is an oddity, even among the Tech-Priests of the Mechanicum but very tolerable. His skills are obvious, and I find his social graces a surprising change given his professions usual lacking. - Darrius