| Full Name |
Sirus Mechanicus |
| Classes/Levels |
Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15 |
About Sirus Mechanicus
WS = 28
BS (37+3)= 40
Str = 32
Toughness = 31
Agility = 31
Intelligence (39+5-3+5) = 46
Perception = 31
Willpower (37+3) = 40
Fellowship = 35
Fate: 3
Wounds: 12
Divination: 31 - Thought begets Heresy.
Reduce this character's Intelligence characteristic by 3. The first time he would gain 1 or more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead.
Off-Worlder - Gain +3 in two stats and the Inquiry skill
2) Heretek: Gain Mechanicus Implants with 1 mechadendrite and the Knowledge aptitude (gained twice, switched for Tech)
2) Bionic Enhancement: Heart - A character with this implant gains +1 Armour point to the Body location—this bonus stacks with any armor worn—and gains the Sprint talent.
-2) Dark Soul: (15CP) The flesh is weak: The character blames the limitations of his own body for his failures and problems. He becomes increasingly obsessed with surgical modification and bionic replacement.
-1) Coward: -10 on all fear and pinning
Core attribute: Intelligence
Primary attribute: Agility
Secondary: Perception
Tertiary: Toughness
Aptitudes: Intelligence, Knowledge, Perception, Finesse, Tech, Agility, Toughness
Skills: Inquiry (bonus), Tech use, Logic, Commerce, Forbidden lore: Mechanicus
Talents:
- Mechadendrite Use: utility
- Sprint: Move +3 meters, sprint double distance for one round. Can sprint for additional rounds for 1 fatigue/rd.
- Weapon Training: Las
1200xp, 250 unspent
100 - Int +10
100 - Tech-use known
100 - Logic known
100 - Commerce known
100 - Forbidden Lore: Mechanicus known
200 - Mechadendrite use: Utility
200 - Weapon Training: Las
Gear:
Common quality clothing, a sling bag, a bedroll, ten packets of recyk wafers, Two one liter water bottles, 0 guild creds
Lasgun with forearm mount - 65
Range: 60 S/3/-- Clip: 60 1d10+3E pen0 Reliable 4kg
Charge pack - 20
Sword - 15
Melee 1d10R pen0 Balanced (+10 parry)
Utility Mechadendrite - The most common type of mechadendrite, these are tipped with a variety of mechanisms for the repair and succour of blessed technologies. It counts as a combi-tool, granting a +10 bonus to
all Tech-Use tests. The limb also houses six injector pistons, each of which may be filled with one dose of a sacred unguent. In addition to this, the limb contains an electrically-powered censer, which can gust incense fumes over troublesome faults. Unless the censer is deactivated, all Perception tests made to detect the Tech- Priest that rely on a sense of smell gain a +10 bonus. As a Half Action, the censer can create one “blast” of smoke every fifteen minutes, which imposes a –5 penalty to Weapon Skill tests made by all living creatures within a two-metre radius for one round.
Once per round, the character can also utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action. It counts as a melee weapon with the Defensive quality (+15 parry, -10 attack) that inflicts 1d5 Rending damage, Pen 2.