WH40k Dark Heresy: Cell Achates

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Sorry about that history. I wrote it after a 48 hours period of no sleep, while also slightly intoxicated, but it should do the job for now.
 
Character Sheet Reviews:
@Kadaeux Your total TB should be 5 (to account for your unnatural toughness trait). Looks good, just get an appearance in and you're accepted.

@Z'Greel Your Wounds should be 9, and your Total TB (Toughness Bonus) is 4. Otherwise, pretty good. Now get on the discord channel and hang out with us. :P

@Sai Zhang Also looks good, finish that appearance and history and you're accepted.

@DeadAxl Accepted.

@Potatocat You don't meet the requirements for the Coordinated Interrogation Talent. You need Clues from the Crowds and at least 40 Strength or Willpower first. Also be sure to fill in your Total TB, Wounds and Fate fields (3, 9 and 2, respectively). Also:
Eventually he would catch the attention of Inqusitor Case, or more accurately one of her lowers.
I read that as lovers at first, made me do a double take. :P

@Blighted_Agent Your math with Fate is wonky. You only get +1 fate on a roll of 8 or more, based on your homeworld (which you landed handily), so you have 4 fate. Also your Total TB is 4. Otherwise, finish your Appearance and History and you're good to go.
 
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Character Sheet Reviews:
@Kadaeux Your total TB should be 5 (to account for your unnatural toughness trait). Looks good, just get an appearance in and you're accepted.

@Z'Greel Your Wounds should be 9, and your Total TB (Toughness Bonus) is 4. Otherwise, pretty good. Now get on the discord channel and hang out with us. :P

@Sai Zhang Also looks good, finish that appearance and you're accepted.

@DeadAxl Accepted.

@Potatocat You don't meet the requirements for the Coordinated Interrogation Talent. You need Clues from the Crowds and at least 40 Strength or Willpower first. Also be sure to fill in your Total TB, Wounds and Fate fields (3, 9 and 2, respectively). Also:

I read that as lovers at first, made me do a double take. :P

@Blighted_Agent Your math with Fate is wonky. You only get +1 fate on a roll of 8 or more, based on your homeworld (which you landed handily), so you have 4 fate. Also your Total TB is 4. Otherwise, finish your Appearance and History and you're good to go.
roger roger, I must've misread the result of the die toss. Will correct both points and get what's missing done today, probably/hopefully.
 
Fixed :p, they were known issues, but setting up my new computer meant I didn't have the time to edit the corrections in :p
 
Name: Phillipe Kelman
Gender: Male
Age: 43
Appearance:
150a014d703d3946f5fd416c96ed2674.jpg


Homeworld, Background and Specialization: Shrine World, Adeptus Administratum, Sage

Faith in the Creed: Whenever a shrine world character
spends a Fate point, he rolls 1d10. On a result of 1, the
character’s total number of Fate points is not reduced.

Master of Paperwork: An Adeptus Administratum character
counts the Availability of all items as one level more
available (Very Rare items count as Rare,
Average items count as Common, etc.).

Quest for Knowledge: In addition to the normal uses of Fate
points (see page 293), a Sage character may spend a Fate
point to automatically succeed at a Logic or any Lore
skill test with a number of degrees of success
equal to his Intelligence bonus.

History:
Phillipe was a somewhat mediocre pencil pusher on his homeworld of Saint's Rest, content to conduct his work in privacy and frowning on those who didn't share his respectful quiet it was nonetheless what made him stand out all the more when chaos raiders attacked, and instead of cowering behind his desk to be slaughtered he used his memorance implant to store as much as possible as he onloaded the rest of it onto his high capacity dataslate before deleting everything he could, afterwards taking a laspistol from his desk and fighting to escape.

It was then that he stumbled across the Inquisition who were in place to stop the raid in its tracks, on discovering what he had done the Inquisition, in its ineffably wise ways, decided to employ him as a savant in their service. Though he still carries has laspistol from those days, his preferred armament is the webber he uses to try and immobilise suspects for interrogation.

Divination: To war is human. This character gains the Dodge skill as a Known skill (rank 1). If he already possesses this skill, increase his Agility characteristic by 2 instead.

25
WS
30
BS
25
S
25
T
30
Ag
40
Per
40
Int
40
WP +
40
Fel +
25
Inf
Armor: None

Total TB: 2

Wounds: 12

Fate: 3

Aptitudes: Willpower, Social, Intelligence, Knowledge, Perception, Tech, Willpower

Characteristic Advances:

Skills: Commerce, Common Lore (Adeptus Administratum, Imperium), Linguisitics (High Gothic), Logic, Scholastic Lore (Bureaucracy), Interrogation, Inquiry, Forbidden Lore (Criminal Cartels and Smugglers, Inquisition)

Talents: Clues from the Crowds, Dodge

Weapon Training: Las, Exotic (Webber)

Weapons: Laspistol, Webber

Equipment: Imperial Robes, Autoquill, Chrono, Dataslate, Medi-kit.

Cybernetics: Memorance Implant, Bionic Senses (Eyes)

XP: 0

XP Spend: 1000
 
7f04980f2bf2bcf3f0dc920e8bca527c.jpg


Hopefully when I have more time. This looks great.​
 
Name: Larl Galliach

Gender: Male

Age: 32

Appearance:

2nbwzyh.jpg


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

BS

S

T

Ag

Per

Int

WP

Fel

Inf
25 35 25 40 35 35 (+2) 40 30 30 25
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
 
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CS Reviews, Round 2

@Kadaeux
Wilhelm von Cavendish and Phillipe Kelman are Accepted.

@Z'Greel
Merrez Kora is Accepted.

@Sai Zhang
Tessera still needs an Appearance and History. Get on it.

@DeadAxl
Elleantra Theresa is Accepted (again). :p

@Potatocat
Iudex Gundyr (I see what you did there) is Accepted.

@Blighted_Agent
Canto Azorius is Accepted.

@West
Larl Galliach is Accepted.
 
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Yuup. Sorry. I don't often have computer access on Wednesdays or Thursdays. Sorry.
 
I'm still here.
Just took a break from RP stuff and the laptop in general for a day or two.
 
Well, turns out that Iudex is a bit of a chainsmoker. XD
 
You each get to make two requisition tests for any items you want. Both tests get +30 modifiers from having the resources of House Fantz at your disposal. If your first test fails, you can use your second to try again. Also, you can spend fate to re-roll failed tests. Do keep in mind that requisitioning any item with a scarce rarity or higher, it impacts your group's Subtlety.
 
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