Gallus Severn, Venatorii Discipulus
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"If a job is worth doing, it is worth dying for"

Weapon Skill Ballistic Skill Strength Toughness Agility
(4) 40 + (2) 25 (4)* 30 (4) 40 (3) 30
Intelligence Perception Willpower Fellowship Influence
(4) 45 + (3) 30 (3) 33 (1) 17 (4) 40

Homeworld, Background & Role

Forge World Adeptus Mechanicus Sage
Homeworld Aptitude: Intelligence Background Aptitude: Tech Role Aptitude: [Toughness], Knowledge, Perception, [Weapon Skill], Willpower
Omnissiah's Chosen: Gain the Weapon-Tech Talent Talents: Mechadendrite Use (utility) & Weapon Training (Solid projectile) Talents: Ambidextrous
Modifiers: + Intelligence, + Toughness, - Fellowship Traits: Mechanicus Implant Quest for Knowledge: A fate point may be spent to automatically succeed on any Logic or Lore check, with a number of degrees of success equal to the characters Int bonus
Fate Threshold: (3) Fate points Replace the weak Flesh All Cybernetics are treated as 2 levels of availability lower
Wounds: 10 (8+1d5) Skills: Operate, Common Lore (Adeptus Mechanicus), Logic, Security, Tech-use

Talents

Ambidextrous Ignore the penalties for weapons in the "off" hand, and the penalty for using the Two-weapon wielder talents drops to -10 Role
Mechadendrite Use - Background
Weapon-Tech Once Per encounter, the Tech Priest may increase the damage and penetration of a weapon with the Melta, Plasma, Power or Exotic traits, that he is wielding. Increasing its damage and penetration equal to his Int bonus Homeworld
Weapon Training (Solid Projectile) - Background
Weapon Training (Force) - Bought

Skills

Known (+0) Trained (+10) Experienced (+20) Veteran (+30)
Common Lore (Adeptus Mechanicus) Tech-use
Operate (Aeronautica) Commerce
Logic
Security

Traits

Mechanicus Implants -

Vitals

Fate Points (3)
Wounds (10) Insanity 0 Corruption 0
XP Total: 1000
XP Free: 0

Psychic Powers


Mutations


Equipment

Weapons:
Power Fist 2d10 (+ x2 Str bonus) E damage. Pen: 9, Power Field + Unwieldy. Condition: Normal
Hand cannon 1d10 +3 I Damage, Pen: 2, Clip:5, Reload: 2full, S/-/-, Range: 35m
Gear:
Imperial Robes Grants AP (1) to all locations
Cybernetics:
Synthmuscle Grants the Unnatural Strength (1) trait
Subskin Armour Grants AP (2) to body, arms and leg locations
Bionic Arm Grants a +10 bonus to agility tests for fine manipulation and a +10 bonus to strength tests. On hits to that part of the body, treat toughness as if it was 2 higher. Best Quality
Mechadendrite (Utility) An extremely handy and utilitarian Mechadendrite, with many uses, features and options. See entry. Grants an additional +10 bonus on Tech-use checks
Mechadendrite (Optical) Contains various features, filters and lights. Also grants +10 bonus to all vision-based perception tests

Ammo Pouch:

Hand Cannon Standard clip compliment (2 full)

Requisition Details:

Starting Requisitions: Source
Power Fist 2d10 (+ x2 Str bonus) E damage. Pen: 9, Power Field + Unwieldy. Condition: Normal Inquisitor
Synthmuscle Grants the Unnatural Strength (1) trait. Initial
Bionic Arm Grants a +10 bonus to agility tests for fine manipulation and a +10 bonus to strength tests. On hits to that part of the body, treat toughness as if it was 2 higher. Best Quality Initial
Mechadendrite (Utility) An extremely handy and utilitarian Mechadendrite, with many uses, features and options. See entry. Grants an additional +10 bonus on Tech-use checks Initial
Mechadendrite (Optical) Contains various features, filters and lights. Also grants +10 bonus to all vision-based perception tests Background
Subskin Armour Grants AP (2) to body, arms and leg locations Initial

Back Story


Abilities cheat sheet:

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