Ourus

Name: Ourus Mestillan
Profession: Explorator
Rank: 1
XP: (5000)

Hellgun Attack Roll: 55
Armor: Chest: 6 Arms: 5 Legs: 5 Head: 5

Weapon: 17
Ballistic: 45
Strength: 25
Toughness: 40
Agility: 40
Intelligence: 53 (Simple Advance)
Perception: 40 (50 with Augur cybernetics)
Willpower: 43
Fellowship: 25

Wounds: 12
Fate Points: 2

Corruption: 3
Insanity:

Origins and Traits

Forge World ( -5 WS, +5 INT, Technical Knock, Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills for forge world characters, +3 to characteristic of my choice, Stranger to the Cult)
Child of the Creed (You gain the Unshakeable Faith Talent and a bonus of either +3 Willpower or +3 Fellowship (your choice), but you suffer –3 Weapon Skill.)
Renegade (Dark Visionary) Dark Visionary: You suffer your choice of 1d5+1 Corruption Points or 1d5+1 Insanity Points. In return, you gain the Dark Soul Talent and Forbidden Lore (choose one) as a trained Basic Skill.)
Calamity (You gain the Light Sleeper Talent and your choice of the Hardy Talent or Nerves of Steel Talent.)
Reknown (You gain your choice of the Air of Authority or the Peer (choose one) Talent.)
Explorator

Skills

Common Lore (Tech) (Int)
Common Lore (Machine Cult)
Forbidden Lore (Xenos) (Int)
Forbidden Lore (Archeotech)
Forbidden Lore (Adeptus Mechanicus)
Literacy (Int)
Logic (Int)
Medicae (Int)
Speak Language (Explorator Binary) (Int)
Speak Language (Techna-Lingua)
Speak Language (Low Gothic)
Tech-Use (Int)
Trade (Technomat) (Int)

Talents

Technical Knock (Unjam any weapon with a touch using half-action.)

Unshakeable Faith (Reroll failed fear tests.)

Dark Soul (Whenever he makes a Malignancy Test, he takes half the normal penalty.)

Light Sleeper (He is always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise.)

Nerves of Steel (Reroll failed Pinning tests.)

Peer (Inquisition) (+10 bonus to interact with Inquisition.)

Basic Weapon Training (Universal)

Melee Weapon Training (Universal)

Autosanguine (Always considered Lightly Wounded, heals at 2 damage per day.)

Sprint (When using Full Move Action move + agility bonus meters. When Running, double movement.)

Gear

Customized Good-Quality Hellgun W/ Laser Sight and Motion Predictor (RNG: 110m RoF: S/3/– DMG: 1d10+4 E Pen: 7 Clip: 30 Reload: 1 Full Kg: 6 )

Light Carapace Armor (All AP 5),

Multikey (+30 to Security tests to open locks.)

Void Suit

Injector

Sacred Unguents (Causes a weapon to become immune to jamming for a single clip.)

Micro-bead

Combi-tool (+10 to Tech-Use Tests)

dataslate

Servo-Skull Familiar (Security Skill +20 and Ourus' Multikey in its manipulators.)

(Aquisition used to upgrade ship's hull to Warpsbane Hull)

Bionics

Bionic Heart (+1 Chest Armor, Sprint Talent)

Good-Quality Auger Arrays (+10 to Perception checks. Heat, Radiation, Electromagnetic, Life Sign sensors. Reroll failed checks.)

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.

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