Horuus Babel

An augmetic ridden Explorator who seeks to create a legacy of understanding and power.

Description:

My bonus’s breakdown, in case I’m not there.

Home World: Forge World – Image of the Machine
Birthright: Child of the Creed – Child of a Different Creed
Lure of the Void: Renegade – Free Thinker
Trials and Travels: Calamity – The Ends Justify the Means
Motivation: Knowledge
Career: Explorator
Demeanor roll: 72 – Quiet
Ambition: To gain the once lost knowledge of man, because Knowledge brings power (such as the knowledge to ascend the flesh)

Attribute Allocation Base Origin/Path Talent/Trait/Augment or XP Purchased Total Situational Bonus
Weapon Skill 13 +30 -5,+3 +5 46 + 10 if using Power Axe, + 30 if Parrying with Shield, – 10 if Parry with Axe
Ballistic Skill 1 +30 31
Strength 10 +30 40 +4 Strength Bonus from Unnatural STR (4),
+2 free degrees of success on all STR based tests, +20 STR for the Heft special use of Athletics from the special use of Bulging Biceps
Toughness 10 +30 +10 50
Agility 10 +30 40 -10 to all Agility based rolls from Synth Muscle
Intelligence 1 +30 +5, +5 +10 51
Perception 7 +30 +3 40
Willpower 2 +30 +3 +5 40
Fellowship 1 +30 31 -20 if dealing with Ecclesiarchy

Wounds: 16 (10+1d5 and +1 forgeworld)

Fate Points: 2 (Started with 3, Burned one to survive death)

Movement: -(Quadruped trait doubles movement bonus from agility)
Half = 8
Full = 16 (20 with Sprint talent)
Charge= 24
Run = 48 (60 with Sprint Talent)

Aptitudes:

(Strike through means I don’t have it)
Weapon Skill, Offence
Ballistic Skill, Finesse (gained as adventure reward)
Strength, Offence
Toughness, Defence
Agility, Finesse (gained as adventure reward)
Intelligence, Knowledge
Perception, Fieldcraft
Willpower, Psyker
Fellowship, Social

Non-Characteristic Aptitude: Tech

Skills:

  • Acrobatics (AG): Trained +0
  • Athletics (S): Trained +0 ( +20 to rolls from manipulator mechadendrite, 2 free degree’s of success from Unnatural STR x4.
  • Charm (FEL): Untrained
  • Command (FEL): Untrained
  • Commerce (INT): Untrained
  • Common Lore (INT): (Gain 1 free degree of success from Infused Knowledge talent, all Common Lores are considered Trained +0 even if they are not))
    • Adeptus Mechanicus: + 10
    • Administratum: Trained + 0
    • Imperial Creed: Untrained ( – 10 to this roll, – 20 fellowship stat when dealing with Ecclesiarchy )
    • Rogue Trader: Trained + 0
    • Tech: Trained + 10
  • Deceive (FEL): Untrained
  • Dodge (Ag): Trained + 0 ( – 10 to this from Synth Muscle Graft)
  • Forbidden Lore (INT):
    • Archaotech: Trained + 20
    • Adeptus Mechanicus: Trained + 10
  • Inquiry (FEL): Trained +0 ( + 10 to Investigation special use, from Whispers Talent)
  • Interrogation (WP): Untrained
  • Intimidate (S): Trained +0 ( + 20 from scary manipulator mechadendrite, 2 free degree’s of success from Unnatural Strength x4)
  • Linguistics (INT):
    • Explorator Binary: Trained +0
    • Literacy: Trained +0
    • Low Gothic: Trained +10
    • Techna Lingua: Trained +10
  • Logic (INT): Trained +0
  • Medicae (INT): Untrained
  • Navigate (All of them): Untrained
  • Operate (all of them): Untrained
  • Parry (WS): Trained +0 ( + 30 if using Shield, + 15 if using Utility Mechadendrite, – 10 if using Power Axe)
  • Psyniscience (Per): Untrained
  • Scholastic Lore (Int): ( 1 free degree of success from Infused Knowledge. Treat all Scholastic Lore’s as Trained + 0 unless trained higher)
  • Scrutiny (Per): Trained + 0
  • Security (Int): Trained + 0
  • Slight of Hand (Ag): Untrained
  • Stealth (Ag): Untrained
  • Survival (Per): Untrained
  • Tech-Use (Int): Trained +10 ( +10 from Utility Mechadendrite, + 10 from Combi-tool)
  • Trade (Int):
    • Armourer: Trained +20

Talents:

None-Combat

  • Armour Monger
  • Binary Chatter
  • Bulging Biceps
  • Chem Geld
  • Factor of the Machine Cult
  • Foresight
  • Infused Knowledge
  • Light sleeper
  • Mechanicus Implants

Combat

  • Guardian
  • Iron Jaw
  • Jaded
  • Logis Implant
  • Mechadendrite Use(Weapon and Utility)
  • Precise Blow
  • Sprint
  • Sure Strike
  • Take Them Alive
  • Technical Knock
  • Thunderous Charge
  • True Grit
  • Whirlwind of Death

Noteworthy Talents:

  • Guardian
  • Foresight
  • Infused Knowledge
  • Paranoia
  • Total Recall
  • Whispers

Weapon Training Talents:
Power
Shock
Las
Heavy
Flame

Traits:
Unnatural Strength X4: +1 STR bonus per X. Gain extra degrees of success on STR based rolls equal to half X trait.

Machine X1 :Machines do not breathe, are immune to the effects of a
vacuum, extremes of cold, any mind-influencing psychic
effect, and their Armour Points apply toward fire Damage.

Mechanicus Implants: The character is a servant of the Machine-God, and
has access to implants beyond other characters. (implants gained from this talent are listed below in the Augments sections)

Quadruped (4 legs): “Their movement is double that normally
-
indicated by their Agility Bonus"
-

Spent Xp:5,950 (includes 500 xp from character generation, but not base character xp)
Remaining: 0

Gear: total = 71kg
Good-Craftsmanship Power Axe – 6kg
Good-Craftsmanship Hell Gun – 6kg Not carrying in standard kit
Lascutter – 4kg
Enforcer Light Carapace +5 AP all – 15kg
Voidsuit – don’t need? – 8kg
Heavy Flamer – 45 kg

Equipment: total = 2.5kg
Combi-tool +10 to all tech-use tests – 1kg
Dataslate (an iPad) – 0.5kg
Injector – 0.5kg
Micro bead – -kg
Multi-key +30 Security tests when trying to open locks – -kg
Sacred Ungents = Astro-glide – -kg
Auspex = +20 to awareness tests when using it -0.5kg

Gear total weight = 73.5kg of 225kg Max = 151.5 remaining capacity

Sum of TB and SB Max Carrying Weight Max Lifting Weight Max Pushing Weight
13 225 kg (495 lbs) 450 kg (990 lbs 900 kg (1,980 lbs)
15 450 kg (990 lbs) 900 kg (1,980 lbs) 1,800 kg (3,960 lbs)

With Heft special Use of Athletics Talent (must be re-used each encounter, only lasts 1 encounter for structured time. Narrative time is GM discretion.)

Augments:
Auto Sanguine: Hardy Trait, removes 2 points of damage per day.
Bionic Heart: +1 AP to chest and sprint ability
Subskin Armour: +2 AP all except head
Best quality Synth muscle grapht: x4 Unnatural Strength trait -10 to AGI tests
Mechanicus Assimilation: Machine Trait x1
Skeletal Petreification: Bulging Biceps talent, Iron Jaw talent. +2 Unarmed damage.
Manipulator Mechadendrite: + 20 to Strength based tests
Utility Mechadendrite: + 10 to Tech-Use tests
4x Good Quality Bionic leg = Quadruped trait, Good quality legs gives +20 to jump and leap tests. Also have magboots built into pads of their feet

Mechanics Implants Trait gives the following Augments:

  • TRAIT: MECHANICUS IMPLANTS
    The character is a servant of the Machine-God, and
    has access to implants beyond other characters.
  • ELECTRO-GRAFT
    The Electro-graft is a small port that is grafted into the
    nervous system. Once a recipient has been properly trained,
    this allows him to interface with machine data ports and
    certain types of data nets. Electro-grafts can take many
    forms, such as skull shunts, finger probes, or spine jacks.
  • ELECTOO INDUCTORS
    Electoo Inductors are palm-sized metal skin grafts
    that appear much like tattoos to the uninitiated. The
    electoos are wired into the nervous system, where they
    derive power from the bio-electrical emanations of the
    flesh and the sacred mysteries of the Potenia Coil. They
    can be used to emit or siphon power in many ways.
  • RESPIRATOR UNIT
    A Respirator Unit implant involves tubes, wires, voxgrills,
    or other augmetic parts replacing the neck and
    upper chest. The unit purifies the air supply, granting a
    +20 bonus to resist airborne toxins and gas weapons.
    The respirator unit also contains a vox-synthesiser
    capable of transmitting the voice in a variety of ways.
  • CYBER-MANTLE
    The Cyber-mantle is a framework of metal, wires, and
    impulse transmitters bolted onto the spine and lower
    ribcage. As the initiate gains 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.”
  • 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.
  • CRANIAL CIRCUITRY
    Cranial circuitry is a series of linked processors,
    implants, and cortical circuits that enhances mental
    capacities. Most sit within housing bolted onto the
    skull, whilst others nestle within the brain itself.

Servo-Skull Familiar:
WS:15
BS:15
STR:10
TGH:20
AGI:30
INT:15
PER:35
WIL:20
FEL:-
__
Talents: Fearless
Traits: Dark Sight, Flier 6(# replaces AGI bonus for movement actions), Machine (2), Size (Puny)
Armor (Machine):All 2
Skills: Awareness +10, Concealment +10, Dodge, Silent Move +10, Trade: Technomat +20( Rogue Trader +20 which = +30 in Only War?)
Gear: Inbuilt vox cogitator and combi-tool.

Bio:

Work in progress~ Needs to be re-done.

Horuus is one of the few free thinkers not marked for heresy thanks to growing up a loner. He is introverted, and not likely to be forward with information of any kind, understanding, to the point of paranoia, that letting on that you know to much is dangerous around these blind fanatics. He is alone.

Being born on a Forge-world has given Horuus many opportunities for greater understanding, wile shielding him from thought patterns, of true fanatics, most commonly propagated by the Ecclesiarchy.

His desire to seek knowledge, stems from his disgust of the people around him, and their willing complacency in the face of understanding that brings the potential for incredible self improvement and knowledge that could bring one closer to the heights of the Machine God, and return humanity to the peak it once was. For this, he would be labeled a Malatek, should anyone become aware of his true understanding of things.

Having only a moderate station in life did not bring with it the access to information he desired. His learning stunted, he began to seek alternative methods to learn knowledge that is forbidden to him. The very idea of forbidden knowledge begs the question of why it is forbidden, as knowledge alone is not harmful, only the feelings one has of such knowledge has that power. And if feelings are the reason behind willful ignorance, then there is no sane reason to prevent the momentum of science and discovery. It gnaws at ones mind, like the final ingredient for a godly ambrosia. Still, understanding is a tightly held secret on Forge-worlds, and with it follows either power or fear and contempt. Gaining such information is nigh impossible through conventional means. This pressed Horuus to put great effort into knowing as much about the people around him as possible, lest something of interest was to become known to someone…. anyone.

Horuus is a rather large and stocky wall of muscle and machine. Rather than rely on his natural body, Horuus believes it is more efficient to simply replace the body with superior parts, rather than put the effort in too routinely exercise for substandard gains. There are more important uses for ones time.

Horuus Babel

Lost Worlds LordIntrepid