Basically done, just need to add companion. Though mine is a servitor, which is kinda depressing that i dont get a cute bunkmate *wiggles eyebrows*. But oh well, such are the sacrifices we make for the omnissiah<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sarah Levin</div><div class="spoiler_body"><div class="floatright">(http://nothing yet)</div><strong><span class="bbc_u">Regiment: Bluebane's 1st</span></strong> (The Stolen Regiment) <br/><strong>Homeworld</strong>: Void Born (+3WP, +3 Agi or Per, -1 W. Skills: CommLor(Tech), Ling(LowGoth), Navi(Stellar), Op(Aero), Tech-Use. Traits: Charmed, Ill-Omened, Void Acc.)<br/><strong>Officer</strong>: Choleric (Gain; Rapid Reaction)<br/><strong>Regiment Type</strong>: Drop Troops (+3Agi, -3Fell. Op(Aero). Catfall. Sandard Kit)<br/><strong>Training</strong>: Die Hards (Apt: T)<br/><strong>Spec Equipment</strong>: Demolitions (+10Logis to obtain Nades, Missiles, Explosives, spec tank ammo. <br/><strong>Drawback</strong>: Regimental Rivalry (Hatred/Enemy(Bluebane's Rivals))<br/><strong>Favoured Weapons</strong>: Grenade Launcher, Heavy Autocannon.<br/><strong>Additional Kit</strong>: Replace Lascarbine with M36 Lasgun (5), Grapnel (5), Micro-bead (8), Chrono (2) Magnoculars (8)<br/><br/><strong><span class="bbc_u">Name: Sarah Levin</span></strong> (Enginseer Levin; ΣΡΛ661-8)<br/><strong>Speciality</strong>: Tech-Priest Enginseer (+5 Int. Apt: BS, Int, Know,Str, Tech, <del>T</del>Field, WS, WP. Skills: CommLor(AdMech,Tech), ForbLor(AdMech, Archeotech), Tech-Use. Talents: Technical Knock, MechUse(Weap, Util), WeapTrain(Las, Power).)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bio</div><div class="spoiler_body"><span class="bbc_u"><strong>Appearance</strong></span><br/>Sarah appears as a relatively un-modded for a techpreist, with her looking mostly normal aside from symmetrical surgical scars that cross her body where she was implanted with technology. She is a tall woman, standing around six feet tall, with very pale skin and a build that is both extremely fit and naturally gifted with curves. As a follower of the Genetor ideology she sees flesh as another form of machine, and so is not in such a hurry to trade her organic body for a metal one. For the same reasons, she devotes as much time and dedication to her organic body as a more heavily augmented preist might to their metal one, constantly working out, training and so on to maximize her potential, even taking some modicum of care over her appearance. She has natural red hair, which she wears just past her shoulders when down, or up in a ponytail when working or in battle. She typically wears her issue guard fatigues and armour under a red Mechanicus robe. Though even this cannot quite hide her figure.<br/><br/>Her sole visible augmentations are a series of ports on the back of her neck for her MIU, and of course, her Cybermantle, which runs along her spine, cupping her ribs and shoulders, resembling a lobster tail in aspect, as the armour plates that cover her systems are sectioned to allow her flexibility. To this are attached her two mechadendrites just under her arms, both of the 'metal tentacle' style, and capped with faceted cylinders. One containing a number of tools for repair and other rituals, while the other contained medical equipment. When not in use, she typically coils these up inside her robe against her back.<br/><br/><span class="bbc_u"><strong>History</strong></span><br/>Sarah was born into the arms of the adeptus mechanicus, as most members of the Cult Mechanicus are, and like all such people, she spent her early life being educated, weighed and measured for her future profession. The daughter of a Electropreist, Sarah long idolized those zealous warriors and animators of machines, but her life took a different turn when she was classed as a Enginseer instead. Dispatched according to ancient pacts to Bluebane's fleet, Sarah was initially snapped up by the ship's cheif medic, a Magos Biologis, named Sarlun. Unusually energetic and doting for a Magos, he took the time to indoctrinate the young girl into the flesh-as-machine ideology of his clade and had her re-trained as a chirgeon, claiming to have seen her potential in such fields.<br/><br/>Alas, not long afterwards other elements of the Mechanicus within the ship discovered Sarlun's 'misappropriation' and Sarah was transferred back to the ship's Genetorium... though by that point she had been 'ruined' by Sarlun's fleshy ways, and so when Bluebane needed a list of spare enginseers for the regiment... her superiors were more than happy to put Sarah's name at the top of the list. Fringe benefit to her squad as she has both the talents of a enginseer and a medic.<br/><br/><span class="bbc_u"><strong>Personality</strong></span><br/><br/><br/><br/></div></div><br/><strong><span class="bbc_u">Characteristics</span></strong><br/><table class="bbc_table"><tbody><tr><td><strong>Stat</strong></td><td><strong>Base</strong></td><td><strong>Alloc</strong></td><td><strong>Mods</strong></td><td><strong>Gear</strong></td><td><strong>Total</strong></td></tr><tr><td><strong>WS</strong></td><td>20</td><td>15</td><td>-</td><td></td><td><strong>35</strong></td></tr><tr><td><strong>BS</strong></td><td>20</td><td>10</td><td>-</td><td></td><td><strong>30</strong></td></tr><tr><td><strong>Str</strong></td><td>20</td><td>10</td><td>-</td><td></td><td><strong>30</strong></td></tr><tr><td><strong>T</strong></td><td>20</td><td>20</td><td>-</td><td></td><td><strong>40</strong></td></tr><tr><td><strong>Agi</strong></td><td>20</td><td>8</td><td>+3</td><td></td><td><strong>31</strong></td></tr><tr><td><strong>Int</strong></td><td>20</td><td>20</td><td>+5</td><td></td><td><strong>45(6)</strong></td></tr><tr><td><strong>Per</strong></td><td>20</td><td>2</td><td>+3</td><td></td><td><strong>25</strong></td></tr><tr><td><strong>WP</strong></td><td>20</td><td>7</td><td>+3</td><td></td><td><strong>30</strong></td></tr><tr><td><strong>Fell</strong></td><td>20</td><td>8</td><td>-3</td><td></td><td><strong>25</strong></td></tr></tbody></table><table class="bbc_table"><tbody><tr><td>Stat</td><td>Base</td><td>Roll</td><td>Mods</td><td>Total</td><td>Current</td></tr><tr><td><strong>W</strong></td><td>8</td><td>2</td><td>-1</td><td><strong>9</strong></td><td>9/9</td></tr></tbody></table>*Indicates total Advances, SCs.<br/><span class="bbc_u">Fate</span>: 1/1<br/><span class="bbc_u">Insanity</span>: 0<br/><span class="bbc_u">Corruption</span>: 0<br/><br/><span class="bbc_u">Movement</span>:Half: 3, Full: 5, Charge: 9, Run: 18<br/><br/><strong><span class="bbc_u">Skills, Talents &amp; Traits</span></strong><br/><strong>Skills</strong><br/>Common Lore (AdMech, Tech+10)<br/>Forbidden Lore(AdMech, Archeotech)<br/>Linguistics (Low Gothic)<br/>Medicae +10<br/>Navigation (Stellar)<br/>Operate (Aeronautics+10)<br/>Tech-Use+10<br/><br/><strong>Talents</strong><br/>Weapon Training (Las, Power)<br/>Mechadendrite Use (Weapon, Utility)<br/>Hatred (Bluebane's Rivals)<br/>Enemy (Bluebane's Rivals)<br/>Rapid Reaction<br/>Catfall<br/>Technical Knock  <br/><br/><strong>Traits</strong><br/>-Mechanicus Implants: +20 to resist airborn toxins/gas weapons. Other sundry effects of mechanical nature.<br/>-Charmed: On spending a FP roll 1d10. On 9 or 10, the point does not count as being spent.<br/>-Ill-Omened: -10 on Interaction Tests made with those who are not also void born.<br/>-Void Accustomed: Do not treat 0-G as Difficult Terrain. Agility Tests to stay on-target when Charging or Running in 0-G are only (-10)<br/>-Unnatural Intelligence (2): Value of (X) is added to IntB, and as DoS on successful tests.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear</div><div class="spoiler_body"><strong>Weapon</strong> (7.5kg)<br/>-M36 Lasgun (Basic. 100m. S/3/-. 1d10+3 E. Pen0. Clip: 60/60, HalfRld. Reliable, Variable. 4kg)<br/>Clips: 4<br/>-Laspistol (Pistol. 30m. S/2/-. 1d10+2 E. Pen 0. Clip 30/30, HalfRld. Reliable, Variable. 1.5kg)<br/>Clips: 2<br/>-Knife (Melee. 1d5 R Pen 0. 1kg)<br/>-Grenades:2/2 Frag(2d10 X. Pen 0. Blast(3)), 2/2 Smoke (Smoke(6))<br/><br/><strong>Armour</strong> (11kg)<br/>Imperial Guard Flak Armour (4AP/All. 11kg)<br/><br/><strong>Cybernetics</strong><br/>-Mind Impulse Unit (GC. +10 TechUse, Operate, Logic, Inquiery, and Ballistic tests with linked machine, and to communicate with mechspirits)<br/>-Cerebral Implant (CG. UnInt(2), +20 Logic and Lores)<br/>-Utility Mechadendrite (+10 TechUse. 6/6 Injectors of Unguent. Generate smoke every 15min, imposing -5WS within 2m as Halfaction)<br/>Blade: Knife (Melee. Knife. 1d5 R Pen 2. Defensive, Mono)<br/>-Medicae Mechadendrite (+10 Medicae/Interrogation. 0/6 Injector pistons. Staunch Bloodloss as HalfAction. Amputation is +0 difficulty. )<br/>Blade: Improvised (Melee. 1d6 R.)<br/><br/><strong>Gear/Misc</strong><br/>Respirator<br/>Grav-chute<br/>Grapel<br/>Micobead<br/>Dataslate<br/>Combi-Tool<br/>-<br/>Grooming kit<br/>Lamp Pack<br/>Magnoculars<br/>Ruck Sack<br/>Uniform<br/>Poor Weather Gear<br/>Uplifting Primer<br/>Mess Kit/Canteen<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gm Stuff</div><div class="spoiler_body"><strong><span class="bbc_u">Wanted List</span></strong><br/>Internal Resvoir<br/>Luminen capacitors<br/>power spear<br/>synthskin<br/>Any/all good craftsmanship cybernetics.<br/><br/><strong><span class="bbc_u">Chargen Rolls</span></strong> <br/>Wounds:At 2016-01-01 13:37:40, Darkling (uid: 6578) rolls: 1d5a7 Result: 9 (https://elliquiy.com/forums/dicebot.php?r=83906)<br/>Fate:At 2016-01-01 14:12:45, Darkling (uid: 6578) rolls: 1d10 Result: 7 = 1 (https://elliquiy.com/forums/dicebot.php?r=83907)<br/><br/><strong><span class="bbc_u">Acquisitions </span></strong><br/>-Standard Kit<br/>-Additional Kit<br/>-Enginseer Kit<br/>-Mechanicus Kit(GoodCraft MIU, two GoodCraft cybernetics; Cerebral Implant, medicae mechadendrite.)<br/><br/><strong><span class="bbc_u">EXP Expenditures</span></strong><br/><span class="bbc_u">Aptitudes</span>: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Fieldcraft, Toughness, Weapons Skill, Will Power.<br/><strong>Experience</strong><br/>+300 [Starting]<br/>-Known Skill: Medicae [2apt: 100]<br/>Trained Skill: Medicae [2apt: 200]<br/>&gt;0<br/></div></div></div></div>