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WS 39 BS32 S22 T37 Ag40 Int32 Per31 WP30 Fel30
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Reroll BS 38
WS 39 BS38(-5) S22 T37 Ag40 Int32(+5) Per31 WP30(-5)
Fel30(+9,+5)
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+9 Fel, +9 Corruption
WS 39 BS33(+5) S22 T37(+5) Ag40 Int37(+15) Per31 WP25(+5)
Fel44
Role: Explorator
Background: Gifted Prodigy, Omnissian Apostate
WS 39 BS 38 S22 T 42 Ag 40 Int 52 Per 31 WP 30 Fel
44
9 Corruption
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Talents: Etiquette : +10 to Interaction Skill Tests when dealing with high
authority and in formal settings; Peer (Ecclesiarchy, Administratum); Fabricated Flesh: [your] cyber-mantle is
fully hidden by false flesh and vat-grown skin, and any augmentics or bionic
limbs that he possesses appear to be a part of his body, or at least as common
augmentics that many within the Imperium possess. The [Explorator] retains all
of his standard abilities and Traits as described on page 27 of the Core Book,
but it requires a Hard (-20) Scrutiny or Tech-Use test to notice any
significantly off-putting sings of his mechanical parts that mark him as a
Tech-Priest. So long as his augmentation are not distractingly noticeable to
those he is interacting with, [you negate up to a -10 penalty to] Fel-based
tests when dealing with Imperial citizens outside of the Adeptus Mechanicus. Mechanicus
Implants; Mechadendrite Use (Utility + Medicae); Technical Knock; Maglev Grace;
Autosanguine; Rapid Reload; Melee Weapon Training (Primitive, Power), Basic
Weapon Training (Las, Launcher, Melta), Pistol Training (Las), Electro Graft
Use, Light Sleeper, Ambidextrous, Leap up, Luminen (Charge, Shock, Blast), Two-Weapon
Wielder, Quick Draw, Hard Target, Quick Draw, Electrical Succour, Independent
Targeting, Swift Attack, Blademaster, Combat Master, Energy Cache, Total Recall
Skills: Awareness
(Per), Chem-Use (Int), Common Lore (Imperial Creed) (Int), Command (Fel), Deceive
(Int), Dodge (Ag), Forbidden Lore (Archeotech) (Int), Intimidate (Fel), Medicae +10 (Int), Pilot
(Spacecraft, Flyer) (Int), Speak
Language (Low Gothic) (Int), Tech-Use +20 (Int), Literacy (Int), Secret Tongue
(Tech) (Int), Trade (Scrimshawer) (Ag)
Exp: Base expenditure (500), Advanced Intelligence
(850), Simple Toughness (100), Simple Willpower (100), Simple Ballistics
(250),Simple Weapons (250), Rapid Reload (100), Light Sleeper (100), Mechadenrite
Use (Utility) (100), Mechadendrite Use (Medicae) (100), Awareness (200),
Ambidextrous (100), Melee Weapon Training (Power) (200), Leap Up (100), Luminen
Charge (100), Luminen Shock (200), Luminen Blast (200), Maglev Grace (200), Basic Weapon Training
(Launcher) (200),Two-Weapon Wielder (Both) (200), Quick Draw (100), Electrical
Succour (100), Independent Targeting (100), Swift Attack (100), Blademaster
(100), Combat Master (100), Energy Cache (100), Total Recall (100), Basic
Weapon Training (Melta) (200), Tech Use +10 (100), Tech Use +20 (100),
Forbidden Lore (Archeotech) (100), Dodge (300), Command (300), Intimidate
(300), Autosanguine (100), Medicae (100), Medicae +10 (100), Hard Target (100),
Pilot (Spacecraft, Flyer) (200), Chem-Use (100) 7150 exp +3 Insanity
Gear: Good-Craftsmanship hellgun,
Good-Craftsmanship power axe (x2), Mezoa-Pattern Grenade Launcher (With Krak
and Frag Grenade Supply), Mars-Pattern Meltagun, Good MIU, Good Sollex Utility
Mechadendrite, Good Medicae Mechadendrite, Enforcer light carapace, multikey,
void suit(lol, space), injector, sacred unguents, micro-bead, combi-tool,
dataslate. Omnissian Apostate:
Skills : Common Lore (Imperial Creed) (Int), Deceive
(Fel)
Condemned in the Eye of
the Omnissiah : You may never gain
Peer or Good Reputation (Adeptus Mechanicus), if your faith is discovered you
will be seriously punished by the Adeptus Mechanicus.
Rational Liar : Use Int instead of Fel for Deceive tests. Servo Arm: Servo-arm Adepts of the Mechanicus working with heavy machinery or other particularly large devices—such as the Enginseers of the Imperial Guard—are often required to move and manipulate weights far in excess of anything their fleshy frame could handle. Therefore, may of them install servo-arms onto their cyber-mantles. Servo-arms are vastly stronger versions of manipulator mechadendrites, and although they are both shoulder mounted, a properly constructed servo-arm also has stabilisation and support systems running throughout a Tech-Priest’s body. Though they serve roughly the same function, a Tech-Priest with a servo-arm (and the proper bracing and stabilisation systems) can lift one side of a Rhino APC to repair a broken tread link. A servo-arm is a shoulder-mounted mechadendrite that can extend to a length of 1.5 metres. When using his servoarm, a Tech-Priest uses the arm’s Strength value of 65 with Unnatural Strength (x2) rather than his own (this value cannot be increased or decreased through devices or abilities that affect the Tech-Priest’s strength). The limb is equipped with gripping and crushing pincers or mandibles that allow the Tech-Priest to pick up and lift heavy objects or anchor himself to a suitable anchor point as a Free Action. In addition, the servo-arm can be used as a deadly (albeit improvised) weapon. The Tech-Priest may use this mechadendrite as his Reaction for the round, or as a Half Action Attack during his turn (so long as the mechadendrite only makes one attack per round). This attack is made using the Tech-Priest’s Weapon Skill at a –10 penalty, and deals 2d10+12 Impact Damage with Pen 2. The Mechadendrite Use (Utility) Talent applies to this mechadendrite. EDIT: Added pilot flyer for 100exp (2 insanity) EDIT2: Added Pilot (MilitaryCraft, Walker) (Ag) 100, and Talented (Tech-Use) 100. 50exp remaining.