Name: Larl Galliach
Gender: Male
Age: 32
Appearance:
Homeworld, Background and Specialization: Forge World, Adeptus Mechanicus, Chirurgeon.
Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very rare items count as Scarce, etc.)
Dedicated Healer: In addiction to the normal uses of Fate points (see page 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his intelligence bonus.
Omnissiah's Chosen: A forge world character starts with either the Technical Knock or Weapon-Tech talent.
History: Larl Galliath was born on the forge world of -insert here-. Much like any other forge worlder, he was expected to work within the same job for the rest of his life, much like his own father had as a Chirurgeon. His childhood was mainly studying and learning the tricks of the trade form his father so that he was able to take up his job without any complications from the authorities. Injuries were plentiful due to improper safety measures or precautions taken on by the workers, he had plenty of time to practice cutting open people, replacing limbs with cybernetic ones, and enhancing the worker's abilities by implanting cybernetics.
His continuous work with operating on the workers made him feel a longing for the day in which he would be under the scalpel, being operated on to add cybernetics to himself. And one day it was just too much for him to bear. He began to prepare himself for his own cybernetic transplant, making sure that he would have the equipment necessary to perform it himself, since he didn't trust anyone but himself to do it correctly. After weeks of preparation, Larl was finally able to see it done, fastening the new arm into his right shoulder after locking the door in the office for a total of seven days. When he well came out, his Medicae Mechadendrite was working just as he had wanted it. He got in a call that another worker had gotten critically injured during a fight, and needed to be attended immediately.
Using his new Mechadendrite, Larl was able to stench the Blood Loss, whilst lobbing off his left leg due to it being more or less pulp and grinded bones. It took him hours to fully patch up the wounds that the Worker had, both internally and externally When the worker well awoke after the procedure, he thanked Larl for his aid, and asked him where he had gotten his Medicae Mechadendrite. After revealing to the man Larl had, in fact, operated it onto himself, the worker revealed himself to be an Inquisitorial Agent, and offered Larl the ability to work under the Adeptus Mechanicus. Larl didn't hesitate the offer, accepting it on the spot.
Divination:
A suspicious mind is a healthy mind: Increase this character's Perception characteristic by 2. Additionally, he may re-roll Awareness tests to avoid being Surprised.
WS
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BS
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S
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T
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Ag
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Per
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Int
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WP
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Fel
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Inf
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25
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35
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25
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40
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35
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35 (+2)
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40
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30
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30
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25
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Armor: Imperial Robes, (Covers: Arms, Body, Legs), No AG Penalty, AP: 1, WGT: 4kg, Availability: Average.
Total TB: 4
Wounds: 8+1d5 (5) = 13
Fate: 3 (Emperor's Blessing 8+)
Aptitudes: Tech, (Mechanicus Background), Fieldcraft,
Intelligence, Knowledge, Strength, Toughness (Chirurgeon: Role Aptitudes), Intelligence (Forge Homeworld), Ballistic Skill (Replaces Intelligence duplicate)
Characteristic Advances:
Skills: Operate (Agility, Aeronautica), Common Lore (Adeptus Mechanicus), Logic (Intelligence), Security (Intelligence), Tech-Use (Intelligence, R:2, Cost: 200), Medicae (Intelligence, R:2, Cost: 300)
Talents: Mechadendrite Use (Utility), Weapon Training (Solid Projectile), Technical Knock, Takedown, Superior Chirurgeon (Cost: 400).
Weapon Training: Solid Projectile
Weapons: Autogun, RNG- 100m, ROT- S/3/10, DMG- 1d10+3 l, Clip- 30, WGT- 5kg, Availability- Average.
Equipment: 2 vials of sacred unguents.
Cybernetics:
Cranial Circuitry, Cyber-Mantle, Electro-Graft, Electoo Inductors, Potentia Coil: Originating from his time with the Adeptus Mechanicus, these Cybernetics allow him to gain more cybernetics involving each of the cybernetics implanted inside him. (Allows him to receive Skills/Talents normally unavailable.)
Optical mechadendrite (Mounted on his L. Shoulder): Often consisting of highly flexible, snake-like tubing, this contains pict-capture and other sensory devices for inspection and detection. It is long for a mehadendrite, extending to 3 metres, and grants a
+10 bonus to all vision-based Perception tests. The mounted pict-devices allow it to examine surfaces at a microscopic level or to be used as a telescopic sight. It contains an infrared torch and sensors with a range of 40m, and so
within this area the user ignores combat or other penalties due to darkness. The mechadendrite is also fitted with a stablight that can be tinted a varierty of different colours depending on the controller's whim.
Mind Impulse Unit (MIU): Good models grant a
+10 Bonus to commune with machine spirits and for
Tech-Use, Operate, Logic, Inquiry and Ballistic Skill tests made as part of interfacing with the MIU systems.
Medicae Mechadendrite (Mounted on his R. Shoulder): This model hosts a variety of medical and surgical tools ideal for combat first aid, and grands a
+10 bonus to Medicae and Interrogation tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug. In addition to providing first aid, the mechadendrite's flesh staplers may be used to staunch Blood Loss as a Half Action. A small chainscalpel attachment reduces the difficulty of limb amputation to Challenging (+0). Once per round, the character can 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
Balanced Quality that inflicts 1d5 Rending Damage, Pen 0.
Subskin Armour: Thin carapace plating is inserted under the skin in various locations, giving he user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable This implant adds
+2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations.
XP: 100
Total XP: 1000