sparks_new.jpg

Character Name -- Sparks
Player Name ----- Athenis
Career Path ----- Explorator
Rank ------------ 3
Home World ------ Forge World
Motivation ------ Fortune
Nature ---------- Sanguine

Description:
Short and a bit scraggly, the 28 year old looks more like a 12 year old, standing at 5'8" and moving around quickly and quietly when he's focused, though his somewhat high string personality can be disruptive. Fascinated by all things electronic and shiny, he got the nickname Sparks by grabbing a few too many things that were still plugged in and trying to liberate them for his own.
Stats:
  • Weapon Skill ------ 40
  • Ballistic Skill --- 37
  • Strength ---------- 30
  • Toughness --------- 43
  • Agility ----------- 32
  • Intelligence ------ 62
  • Perception -------- 39
  • Willpower: -------- 48
  • Fellowship -------- 38

XP Unspent -- 700
XP Spent ---- 10300

Wounds ------ 8

Fatigue ----- 1
Fate -------- 5
Insanity ---- 2
Corruption -- 0
Profit ------ 45

Skills:
  • Awareness
    • +10
  • Common Lore (Machine Cult)
    • +10 When connected via electro graft
  • Common Lore (Tech)
    • +10 When connected via electro graft
    • +20
  • Forbidden Lore (Archeotech)
  • Forbidden Lore (Adeptus Mechanicus)
  • Literacy
    • +10 Calculus Logi Implant
    • Read/Write known languages
  • Logic
    • +10 Calculus Logi Implant
    • Solve problems, decipher puzzles
    • Engage in debate
    • +10
  • Navigation (Surface)
  • Sleight of Hand
    • Palming small objects
    • Picking pockets
    • Performing tricks
    • -10 if performing as a free action instead of a half action
  • Speak Language (Explorator Binary)
  • Speak Language (Low Gothic)
  • Speak Language (Techna-lingua)
  • Tech-Use
    • +20
    • +10 Combi-tool
    • +20 Murder Servitor Use
    • +10 All servitor Use
    • +10 When connected via electro graft
    • +10 Utility Mechadendrite
  • Trade (Technomat)
    • Used to maintain and repair technological devices
  • Secret Tongue (Rogue Trader)
  • Secret Tongue (Tech)

Talents/Traits:
  • Technical knock
    • Un-jam a gun as half action
  • Stranger to the cult
    • -10 on Imperial Creed knowledge tests
    • -5 on Fellowship tests with members of the Ecclesiarchy in formal settings
  • Enemy (Adeptus Arbites)
    • -10 on Fellowship tests
  • Peer (Underworld)
    • +10 on Fellowship tests
  • Mechanicus 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 color, and can appear anywhere on the body - though hands and mechadendrites are the usual sites.
    • Respirator Unit - This implant involves tubes, wires, vox-grills, or other augmented parts replacing the lower face and neck. It purifies your air supply. Respirators can appear as simple grill units or intricate mask-like carvings
      • +20% bonus to resist airborne toxins and gas weapons
      • Capable of transmitting your voice in a variety of ways

    • 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.
    • 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.
    • Cranial Circuitry - This is a series of link 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.
  • Basic Weapon Training (Universal)
  • Melee Weapon Training (Universal)
  • Logis Implant - The explorer may use analytical circuits to calculate trajectory and reactions to a preternatural extent. His ability to read possible outcomes lets him anticipate the movement of his opponents. By using his reaction for the round, the character may make a tech use test to make use of this talent.
    • +10 on WS and BS on successful Tech-Use test.
    • Must pass toughness test or gain a level of fatigue

  • Dark Sight - A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
  • Electro Graft Use - The explorer may use electro graft to access data ports and commune with machine spirits.
    • +10 Common Lore, Inquiry or Tech-Use while connected

  • Binary Chatter - The explorer has optimized his use of Techna-Lingua for controlling servitors.
    • +10 tech-use on servitors
    • +1 crew morale
  • Luminen Charge - The explorer has mastered the union between his hold mechanical elements and his mortal flesh, allowing the former to power the latter. With a successful Toughness test the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation. The difficulty of the toughness test varies depending on the nature of the powered system.
  • Total Recall - Mental conditioning or augmetics enable the explorer to record and recall great amounts of information, effectively granting him a perfect memory. He can automatically remember trivial facts or pieces of information that might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the deck plans of a space hulk or a complex xeno pictograph, the GM may require an Intelligence test.
  • Ferric Lure - The explorer can cause an secured metal object within his field of vision to fly into his hand. The object may mass up to 1kg per point of WP bonus and must lie within 20m. Using this talent requires a full action and a successful WP test.

Special Abilities:
  • Explorator Implants

Gear:
  • Multikey
    • +30 to Security tests
  • Microbead
  • Void suit
  • Injector
    • Holds a single use of any drug (empty)
  • Sacred unguents
    • Prevents a weapon from jamming if applied before a fight. Un-jams a weapon during.
  • Combi-tool
    • +10 Tech Use
  • Dataslate
  • Utility Mechadendrite
    • +10 Tech Use

Servitors:
Servo-Skull Familiar (Shelly)

Weapons:
Best - Lasgun (100m range, S/3/-, 1d10+2 E, 0 Pen, 60 clip, full, reliable, 1.5kg) (In Deathwing Quarters)
Best - Lasgun (100m range, S/3/5, 1d10+3, 0 Pen, 120 clip, reliable) (on hand)
Best - Shock staff (1d5+3 I, shocking)

Armor:
Best - Enforcer light carapace (AP 5, 15kg)

Implants:
  • Common - Volitor Implant
    • Shuts down the brain or causes death to protect information
  • Common - Calculus Logi Upgrade
    • +10 to Literacy
    • +10 to Logic
    • +10 to Scholastic Lore

Acquisitions:
  • Best - Photo-Visor
    • Dark Sight
  • Best - Chemistry Kit
  • Good - A white wig that has been amateurishly shaped in to a mohawk
  • Utility Mechadendrite

Advancements:
  • Intelligence (SITE) ----------- (1600)
  • Willpower (SI) ---------------- (700)
  • Fellowship (S) ---------------- (500)
  • Toughness (S) ----------------- (100)
  • Weapon Skill (SI) ------------- (750)
  • Perception (SI) --------------- (1200)
  • Secret Tongue (Rogue Trader) -- (100)
  • Secret Tongue (Tech) ---------- (100)
  • Common Lore (Tech) (+10) ------ (200)
  • Awareness --------------------- (100)
  • Logic (+10) ------------------- (200)
  • Tech Use (+10) ---------------- (200)
  • Tech Use (+20) ---------------- (200)
  • Binary Chatter ---------------- (200)
  • Luminen Charge ---------------- (200)
  • Total Recall ------------------ (200)
  • Ferric Lure ------------------- (200)
  • Awareness (+10) --------------- (200)
  • Electro Graft Use ------------- (200)
  • Mechadendrite Use (Utility) --- (500)