Explorator Engineseer Macharius BoltWS | BS | S | T | Ag | Int | Per | WP | Fel |
29 | 41 | 33 | 49 | 32 | 52 | 43 | 37 | 35 |
Fate P. | 5 |
Wounds | 10 |
Cor. P. | 5 |
Ins. P. | 2 |
Origin Path:Forgeworld-5 weapon Skill, +5 Intelligence
Starting Skills: (B) Common Lore Tech, (B) Common Lore Machine Cult
Credo Omnissiah
Fit for Purpose +3 Int
Stranger to the cult
Child of the creedUnshakeable Faith Talent
+3 Willpower
–3 Weapon Skill
Renegade - Dark Visionary
5 Corruption Points
Dark Soul Talent
(T) Forbidden Lore (Archaeotech)
Press-ganged - Unwilling Accomplice
You gain a single Skill (Medicae)
improve a Common Lore Skill you already have by one level (Common Lore Tech)
Fortune+1 Fate Point
Skills: Common Lore (Machine Cult, Tech +10) (Int),
Forbidden Lore (Archeotech +10, Adeptus Mechanicus) (Int),
Literacy (Int),
Logic (Int),
Medicae (Int),
Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int),
Tech-Use +10 (Int),
Trade (Technomat) (Int).
Starting Trait: Mechanicus Implants (see page 366).
Trait: Mechanicus Implants
You have been judged a suitable vessel for the following implants:
Electro-graft
This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes, or spine jacks.
Electoo Inductors
These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.
Respirator Unit
This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or intricate mask-like carvings.
Cyber-mantle
This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like, and thus no one admits to having seen one.
Potentia Coil
Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
Cranial Circuitry
This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.
Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant, Autosanguine, Dark Soul, Stranger to the cult, Technical knock, Unshakeable faith
Steigerungen:simple Intelligence | 100XP |
simple Toughness | 100XP |
Skill Tech-Use | 100XP |
Talent Autosanguine | 200XP |
Ausrüstung:multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate, one servo-skull familiar (Fortunus), Logis Implant, Mechanicus Implants
Boltgun, best craftm. Shock-Staff,
Servo Skull "Nero"WS | BS | S | T | Ag | Int | Per | WP | Fel |
15 | 15 | 10 | 20 | 30 | 15 | 35 | 20 | -- |
Movement: — (see below)
Wounds: 4
Skills: Awareness (Per ) +10, Concealment (Ag) +10, Dodge
(Ag), Silent Move (Ag) +10, One other skill to suit its function
(Int etc) +20.
Talents: Fearless.
Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
Armour (Machine): All 2.
Gear: Inbuilt vox and cogitator. Depending on its function the
Servo-skull will also have an inbuilt lumen globe, auspex,
combi-tool or laspistol (30m; S/–/–; 1d10+2 E; Pen 0;
Clip 30; Reload Full; Reliable) with inbuilt red-dot
laser sight. Servo-skulls are often modified with
other tools, sensors, or pistol-class weapons
by their owners.
Hintergrund:stay tuned
edit: Schönheits-OP. Formatierung der Attribute geändert und in Spoiler gesetzt.