Hesh GM - #32-603 "Josef"

A Genetor - don't leave him near pets

Description:

Name: 32-603 Josef
Role: Chief Chymist (Master Chirurgeon)
Class: Explorator (Genetor)
Homeworld: Hesh (Forge World)
Birthright: False-Man
Lure of the Void: Tainted – Mutant
Trials and Travails: The Hand of War
Motivation: Prestige
Gender: Male
Build: Fat
Height: 5’2"
Weight: 156 kg
Age: 45
Skin: Brown
Hair: Black
Eyes: Black
Quirk: May or may not be a mutant
Handedness: Ambidextrous

Insanity Points: 8
Corruption: 0
Fate Points: 3
Profit Factor: 59
Wounds: 6/18
Lift/Carry/Push: 900 kg 1,800 kg 3,600 kg
Movement: 5/10/15/30

Characteristics
Weapon Skill: 56 (Base: 45, HW -5, HW +3, BR +3, +10 advances)
Ballistic Skill: 30 (Base: 30)
Strength: 60 (Base: 30, +10 advances, +10 Brute, +10 Machinator Array)
Toughness: 90 (Base: 45, +10 Multiple Arms, +15 advances, +10 Brute, +10 Machinator Array)
Agility: 50 (Base: 45, +10 advance, -5 Machinator Array)
Intelligence: 73 (Base: 45, HW +5, BR +3, +20 advances)
Perception: 30 (Base: 30)
Willpower: 40 (Base: 30, +10 advances)
Fellowship: 22 (Base: 25, BR -3, -5 Machinator Array, +5 advance)

Skills:
Awareness +10
Dodge +10
Medicae +20
Chem-Use
Common Lore (Tech) +10
Common Lore (Machine Cult) +10
Forbidden Lore (Archeotech)
Forbidden Lore (Adeptus Mechanicus) +10
Forbidden Lore (Xenos)
Forbidden Lore (Mutants)
Literacy
Logic +10
Pilot (Personal)
Scholastic Lore (Astromancy)
Scholastic Lore (Chymistry)
Scholastic Lore (Beasts)
Speak Language (Explorator Binary)
Speak Language (Low Gothic)
Speak Language (Techna-lingua)
Speak Language (Tech)
Secret Tongue (Rogue Trader)
Tech-Use +20
Trade (Chymist)
Trade (Technomat)
Trade (Armourer)

Talents:
Technical Knock
Ambidextrous
Autosanguine
Blademaster
Chem-Geld
Two Weapon Wielder (Melee)
Two Weapon Wielder (Ballistic)
Talented (Medicide)
Mechadendrite Use (Utility)
Prosanguine
Total Recall
Electro Graft Use
Sprint
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Implant.
Hatred (Void Pirates)
Enemy (Void Pirates)
Leap Up
Master Chirurgeon
Iron Jaw
Luminen Shock
Peer (Adeptus Mechanicus)
Master Enginseer
infused knowledge

Trait
Multiple Arms (+10 bonus on
Strength Tests involving movement such as Climb and Swim)
Mechanicus Implants
Unnatural Intelligence (×2)
Unnatural Strength (x2)
Natural Armour 2
Brute
Flesh is Weak (1)

Extra:
Forge world characters suffer a
–10 penalty on Tests involving knowledge of the Imperial
Creed and a –5 penalty on Fellowship Tests to interact with
members of the Ecclesiarchy in formal settings

+10 bonus on Climb Tests and grapple
attacks.

The Chief Chirurgeon gains a +10 bonus to the Triage
Extended Action (see ROGUE TRADER page 218).

-5 refined from custom refined from the servitor research on the Muscle Craft

Equipment:

Starting:
Boltgun
Good Craftsmanship Power Axe
Enforcer light carapace
multikey
void suit
injector
sacred unguents
micro-bead
combi-tool
dataslate.
Servo-skull familiar “Snitches.”

Aquired:
Chain Axe (Ad Mech)
Shipboard Emergency Kit
Medikit 2 kg Common
Medikit (Advanced) 5 kg Rare
Chirurgeon’s Tools Rare
Diagnostor Rare
Pressure Carapace
Cat
Good Craftsmanship Eviscerator
mystery pill
Laspistol
AugmetIc EngIne-Plate (Best Craftsmanship) [Hostile Acq pg. 62)
(The bulk and rigid construction of the suit is a hindrance
to movement, imposing a –10 penalty to the wearer’s Agility
for all purposes, and a further –10 penalty on all tests reliant
on fne manipulation using the gauntlets. However, the thick,
heat-resistant layers of the suit means the wearer is immune
to Flame weapons, counts as AP 10 against other Energy
weapons, and gains a +30 to any tests made to resist adverse
environmental conditions such as extreme heat or cold)
Shipboard Emergency Kit 20 kg (extra cans of air) 62
grapnel
jumppack
Inferno Ammo
Storm Shield (Best Craftsmanship)
Thunder Hummer (Best Craftsmanship)

Details:
Medikit
This is vital bit of equipment for any medic. A typical medikit
contains various cataplasm patches, contraseptics, and synthetic
skin applicators. A character who has a medikit at hand when
using the Medicae skill gains a +20 bonus to their Test.

Medikit (Advanced)
A practical item for vessels with no properly trained medicae
support, these kits can be used by almost anyone. Each contains
essential items such as sythetic skin spray, counterseptics,
cast spray, toxin wands, and more, all with easy to follow
instructions and built-in cogitators for diagnostic advice. This
item grants a +20 bonus to Medicae skill Tests and can be
used even if user does not have the skill.

Diagnostor
The diagnostor is a sophisticated medical device used across the
galaxy. It can detect and diagnose almost every ailment known to
the Imperium, and can be incorporated into medical kits, servoskulls,
and other dedicated servitors. Any individual trained in
medical knowledge in the Imperial Guard understands its use.
A diagnostor provides +20 to Medicae or Perception Tests to
determine an ailment. A success indicates the proper treatment.

Chirurgeon’s Tools Rare
Tools may re-roll a failed Medicae Test involving Surgery
or Interrogation Test

Weapons:
Name: Boltgun Common Craftsmanship
Class: Basic
Damage: 1d10+5 X
Pen: 4
RoF: S/2/4
Magazine: 24
Range: 90m
Reload: Full
Special: Reload, Tearing
Weight: 7 Kg

Name: Power Axe (Mezoa) Good Craftsmanship
Class: Melee
Damage: 1d10+7 E
Pen: 7
Special: Power Field, Unbalanced
+5 bonus to tests made to attack
Weight: 6 Kg

Name: Chain Axe (Admech) Common Craftsmanship
Class: Melee
Damage: 1d10+4 R
Pen: 2
Special: Tearing
Weight: 13 Kg

Name: Eviscerator Good Craftsmanship
Class: Melee
Damage: 2d10+3 R
Pen: 5
Special: Tearing, Unwieldy
Weight: 12 Kg

Name: Storm Shield Best Craftsmanship
Class: Melee
Damage: 1d10+1 E
Pen: 5
Special: Powerfield, Defensive, Shocking
Overloads on 1
Force Field 55
Weight: 10 Kg

Name: Boltgun Common Craftsmanship
Class: Basic
Damage: 1d10+2 E
Pen: 0
RoF: S/-/-
Magazine: 30
Range: 30m
Reload: Full
Special: Reload, Tearing
Weight: 1.5 Kg

Thunder Hammer
Class Melee
Range RoF //-
Dam 2d10+SBx2+1 E
Pen 10 Clip
Special
Unwieldy
Power Field
+10 to WS

Armor: Pressure Carapace Common Craftsmanship
Head AP: 8 (base: 6, Natural Armour: 2)
Body AP: 8 (base: 6, Natural Armour: 2)
Right Arm AP: 8 (base: 6, Natural Armour: 2)
Left Arm AP: 8 (base: 6, Natural Armour: 2)
Right Leg AP: 8 (base: 6, Natural Armour: 2)
Left Leg AP: 8 (base: 6, Natural Armour: 2)

Cybernetics:
Best Craftsmanship Cortex Implants

Common Craftsmanship Medicae Mechadendrite
It grants a + 10 bonus to Medicae Tests. The mechadendrite houses six injector
pistons, each of which may be filled with one dose of a drug.
These must be supplied separately. 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). This blade may be used as an improvised
weapon, and on a hit it deals 1d5 Rending Damage. Finally,
the medicae mechadendrite may be used to gain a +10 bonus
to Interrogation Tests. This mechadendrite may be shoulder
or sternum-mounted.

Best Craftsmanship Synthetic Muscle Grafts
Best-Craftsmanship grafts
will grant the Unnatural Strength (x2) Trait but also impose a
–10 penalty to any Agility Tests due to the misshapen nature
of the body.

Common Craftsmanship Utility Mechadendrite
This two-meter long limb houses a variety of tools and
attachments designed to assist a tech-priest in the course
of his holy duties. The mechadendrite counts as a combitool,
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 sacred unguent. These must be supplied
separately. In addition to this, the limb contains an
electrically powered censer, which can gust incense
fumes over particularly troublesome faults. The
censer generates one “blast” of smoke every
fifteen minutes. This may be employed in
melee combat to distract and choke, imposing a –5 penalty
to Weapon Skill Tests made by all living creatures within
a two metre radius for one Round. This is a Half Action.
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. Finally, the mechadendrite contains a cutting
blade. This counts as a knife with the Defensive quality
and Mono upgrade.

Good Craftsmanship Mind Impulse Unit (MIU)
Good models grant a +10 bonus to communicate with machine
spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic
Skill Tests when interfaced with MIU systems. In addition, an
MIU gives the user the ability to experience the senses of any
familiars he controls (such as a servo-skull or grapplehawk, see
page 375) as if he were present.

Good Craftsmanship Bionic Locomotion
These systems grant the owner the Sprint
talent. In addition they add a +20 bonus to Tests made to
jump or leap.

Common-Craftsmanship Archeotech Bionic Arm Incalculable Precision:
The hand that shaped this relic was meticulous in a way that modern artisans cannot hope to replicate. Grants +15 bonus on all Tests made using it. Cruel: This item’s legacy is written in blood, cutting a red swath across the galaxy at a prodigious rate. Once per game session, the ownder of this item may re-roll his Damage roll from a successful attack of any kind. Trusty: this item is widely known for its reliability. Once per game session, the ownder of this item may gain a +10 bonus to the next Test he makes with it (this is cumulative with any other bonuses it provides).

XP:
Starting: 5000
Total: 21,600
Spend: 21,900
Unspent: 500

XP Advances:
Mechadendrite Use (Utility) 500 xp
Intelligence +5 100 xp
Intelligence +5 250 xp
Intelligence +5 500 xp
Intelligence +5 750 xp
Prosanguine 200 xp
Medicae 200 xp
Tech-Use +10 200 xp
Dodge 200 xp
Total Recall 200 xp
Electro Graft Use 200 xp
Awareness 100 xp
Weapon Skill + 5 250 xp
Weapon Skill + 5 500 xp
Strength +5 100 xp
Strength +5 250 xp
Toughness +5 100 xp
Toughness +5 250 xp
Medicae +10 200 xp
Tech-Use +20 200 xp
Dodge +10 200 xp
Chem-Use 200 xp
Scholastic Lore (Chymistry) 200 xp
Trade (Chymist) 200 xp
A Machine of Flesh (Tough Hide) 500 xp
Forbidden Lore (Xenos) 200 xp
Forbidden Lore (Mutants) 200 xp
Secret Tongue (Rogue Trader) 100xp
A Machine of Flesh (Brute) 500 xp
Master Chirurgeon 500 xp
A Machine of Flesh (Feel No pain) 500 xp
Weak is Flesh (1) 750 xp
Agility +5 500 xp
Medicae +20 200 xp
Pilot (Personal) 500 xp
Willpower +5 250 xp
Willpower +5 500 xp
Fellowship +5 500 xp
Machinator Array 500 xp
Agility +5 750 xp
Logic +10 200 xp
Awareness + 10 200 xp
Toughness 500 xp
Trade (Armourer) 100 xp
Secret Tongue (Tech) 100 xp
Luminen Shock 200 xp
Peer (Adeptus Mechanicus -Into the Storm version) 200 xp
Master Enginseer 500 xp
infused knowledge 500 xp
Scholastic Lore (Beasts) 200 xp
Forbidden Lore (Adeptus Mechanicus) +10 200 xp
Scholastic Lore (Astromancy) 100 xp
Blademaster 500 xp

Bio:

This is on a need to know basis.

Underlings:

1) Chief Medical Officer Zulkar Ima
Gender: Male
Demeanor: Light Sleeper, Strict

2) Junior Medical Officer Sofia Auguste
Gender: Female
Demeanor: Obsessive, Talkative

3) Junior Medical Officer Oliver Scatter
Gender: Male
Demeanor: Slacker. Arrogant

4) Genetor #Lathe MS-00006 Za-K00" aka Dr. Cyclops
Gender: ???
Demeanor: Sarcastic, Twitchy
Special: His cybernetic eye implants looks like a visor.

5) PortKAT-34324 “Mussolini”
Species: Feline
Gender: Male
Demeanor: Asshole, lazy
Special:
+ It’s a cat
+ hates everyone who isn’t Josef
+ Did I mention it’s a cat?

Connections to:
Magos Juris Konstantyn Ambolic

MEDIC SERVITOR: Jo-Jo

Characters:
WS: 20
BS: 10
S: 50
T: 40
AG: 20
INT: 30
PER: 20
WP: 30
Fel: 05

Movement: 2/4/6/12 Wounds: 10
Armour: Machine (All 4). Total TB: 4

Skills: Awareness (Per), Trade (Nurse) +10, Medicare +10

Talents: None.

Traits: Machine (4), Natural Weapon (Servo-arm), Sturdy,
Unnatural Strength (2).

Weapons:
Servo fist (Melee; 1d5+6 I; Pen 0).
Narthecium (Melee; 1d10+1 R; Pen 2; Tearing)

Gear:
Internal micro-bead
Narthecium

Special:
- Only Assist and carry basical medicae procedures
- +10 Medicare Tests when assisting trained PC, a PC with a MIU gets a +20 bonus

Beefy Mutantbags
PF vs 54: 37

Mutant outcast profle
MuT-001
Ws Bs S T Ag Int Per Wp Fel
28 22 45 45 22 18 25 18 15
(Brute Allied)
2/3
MuT-061, MuT-034
Ws Bs S T Ag Int Per Wp Fel
28 22 55 45 22 18 25 18 15
(Brute Allied)
Movement: 2/4/6/12 Wounds: 17

Armor; Flak (4)
Weapon: Shocking Warhammer 1d10+2 I Shocking, Primi

Skills: Climb (S), Intimidate (S), Survival (Int), Trade (labourer
or scavenger) (Int).

Talents: Basic Weapon Training (Primitive), Frenzy, Jaded,
Resistance (Poisons).

Traits: Mutation (roll once on table 14–2 Mutation on page
369, re-rolling any result higher than 50).

Weapons: Improvised club (1d10+1 I; Primitive).

Gear: Rags, tatters and scraps of scavenged detritus.

First Mutant
Feels No Pain: The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent

Second Mutant (dead)
Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic
by 10 and gains +5 Wounds

Third Mutant
Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic
by 10 and gains +5 Wounds

Away:
Boltgun
Good Craftsmanship Power Axe
Enforcer light carapace
multikey
void suit
injector
sacred unguents
micro-bead
combi-tool
dataslate.
Chain Axe (Ad Mech)
Shipboard Emergency Kit
Medikit (Advanced) 5 kg Rare
Chirurgeon’s Tools Rare
Diagnostor Rare
Pressure Carapace
Good Craftsmanship Eviscerator
grapnel
Inferno Ammo
Eviscerator

Crew:
Servo-skull familiar “Snitches.”
2 Servitors

  • DEATH TOLL ****

Hesh GM - #32-603 "Josef"

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