canjowolf
2011-03-05, 11:41 AM
Post 1: Characters
Anton Deva, First Mate
Career Path: Void Master
Rank: 1 [4950xp/5000xp]
Wounds: 9
Fate Points: 3
Insanity: 2
Corruption: 0
Stats
WS: [34]
BS: [41]
Str: [35]
T: [33]
Agi:[42]
Int: [41]
Per: [41]
Wil: [42] (47 on ship)
Fel: [30] (35 on ship)
Trained Skills
Common Lore (Imperial Guard)(Int))
Common Lore (Imperial Navy)(Int)
Common Lore (War)(Int) +10
Forbidden Lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Space Craft) (Ag)
Pilot (Flyers) (Ag)
Scholastic Lore (Astromancy)(Int)
Secret Tounge [Military] (Int)
Speak Language (Low Gothic)(Int)
Trade (Voidfarer)
Traits
Constant Combat Training (-5 Social, non-combat topics)
The Face of the Enemy [Eldar] (-10 Social, Wil test or violence at provocation)
Loyalty (+5 Fel/Wil on the Ship)
Talents
Basic Weapon Training (SP)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Weapon Training (Thrown Weapons)
Hatred (Eldars)
Hatred (Kroot)
Hatred (Mutants)
Peer (Military)
Paranoia
Talented (Pilot [Flyers] )
Unremarkable
Nerves of Steel
Equipment:
Best Craftsmanship Mono-Sword, Best Craftsmanship Hand Cannon, Guard Flak Armor, Micro Bead, Void-Suit, Blessed Ship Token, Re-Breather, Beggar's Cloak, 2 Bottles of Amasec, Pict-Recorder, Vox-Caster.
Acquisitions:
Gun-Cutter (Availability: Very Rare -20, Costly -10, Scale: Negligible +30, Craftsmanship: Common +0)
Origin Path [450xp]
Fortress World
In Service to the Throne: One Among Billions (200xp)
Crusade: Call to War (150xp)
The Hand of War
Devotion: Loyalty (100xp)
Kai Yume, Helmsman
Career Path: Void Master
Rank: 1 [5000xp/5000xp]
Wounds: 6
FP: 2
Insanity: 0
Corruption: 0
Characteristics
WS 38
BS 41
S 31
T 24 (Ahh, well. Who needs toughness when you can fight with a ship)
Ag 45
Int 42
Per 36
Fel 45
WP 36
Trained Skills
Common Lore (Nordicum Sub-Sector (Int) +10
Common Lore (Imperial Navy) (Int) +10
Common Lore (War) (Int)
Forbidden Lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Spacecraft) (Ag) +10
Pilot (Flyers) (Ag)
Psynscience (Per)
Scholastic Lore (Astromancy) (Int) +10
Speak Language (Low Gothic) (Int)
Talents & Traits
Street Knowledge
Peer (Void-Born)
Port of Call (Polyglot)
Sixth Sense
Rival (Inquisition)
Ambidextrous
Autosanguine
Chem-Geld
Enemy (Ecclesiarchy)
Jealous Freedom
Pistol Training (Universal)
Melee Weapon Training (Universal)
Nerves of Steel
Master of Space
Equipment
Best-Craftsmenship Power-sword
Best-Craftsmenship Hand-Cannon
Guard Flak Armor
Micro-bead
Void-Suit
Blessed Ship Token (Ship name scratched out)
Re-breather
Imperial Navy Uniform
2 Bottles of Amasec, which he claims (with no basis in fact) are from out-sector
Pict-Recorder
Vox-Caster
Common-Quality MIU (Yay for insane piloting skills)
Background & Whatnot
Origin Path
Homeworld: Footfallen (Or whatever the equivalent is in this Sector) [from your background it doesn't really matter. These must have been skills and talents implanted during Kai's creation]
Birthright: Unnatural Origin (False-man)
Lure of the Void: Renegade (Free-thinker)
Trials and Travails: Press-ganged
Motivation: Exhilaration (New Horizons)
500 xp spent on:
False-Man (300xp)
New Horizons (200xp)
Lord Miles Alexander Tiberius Brittanicus Siegfried Marigold Corrin III, Rogue Trader Captain
Quote: "Caution be damned. There's adventure to be had!"
Name: Miles for short
Career Path: Rogue Trader
Rank 1: [5000xp/5000xp]
Wounds: 7
Fate points: 5
Insanity points: 0 (6)
Corruption points: 0
Characteristics
WS 40
BS 37
S 39
T 27
Ag 36
Int 41
Per 33
WP 24
Fel 48
Skills
Charm [Fel] [+10]
Command [Fel] [+10]
Commerce [Fel]
Common Lore [Int] [Imperium, Rogue Traders]
Dodge [Ag]
Evaluate [Int]
Inquiry [Int]
Literacy [Int] [+10]
Scholastic Lore [Int] [Astromancy, Tactica Imperialis]
Speak Language [Int] [High Gothic +10, Low Gothic, Trader's Cant]
Talents
Spoiler
Enemy [Unseen Enemy]
Die Hard
Talented [Charm, Command]
Air of Authority
Pistol Training (Uni)
Melee Training (Uni)
Exceptional Leader
Traits
Dynastic Warrant (+3 Ship Points)
Honour Amongst One's Peers (+5 Fel interacting with nobility and officials in formal setting)
Unseen Enemy
Blood Will Have Blood
Brook No Insult
Gear
Good-Craftsmanship hand cannon
Best-Craftsmanship monosword
Best-Craftsmanship Parrying mono-dagger
Micro-bead
Void suit
Set of fine clothing
Xeno-pelt cloak
Best-Craftsmanship Enforcer light carapace
XP and Advancements
100xp - Born to Lead
100xp - Heir Apparant
100xp - Dodge
100xp - Common Lore (Rogue Traders)
100xp - Speak Language (Trader's Cant)
Combat Equipment:
[(BS 37 ... WS 40)
Hand cannon, Good: Pistol, range 35m, RoF S/-/-, Dam 1d10+4 I, PEn 2, Clip 5, Rls 2 Full; Reliable
Monosword, Best: Melee, Dam 1d10 R, Pen 2; Mono, Balanced, additional +10 Attack
Parrying dagger, Best: Melee, Dam 1d5+1 R, Pen 2; Defensive, Mono, additional +5 Parry and +10 Attack
Head Armor: AP 6 Carapace
Body Armor: AP 6 Carapace
L.Arm Armor: AP 6 Carapace
R.Arm Armor: AP 6 Carapace
L.Leg Armor: AP 6 Carapace
R.Leg Armor: AP 6 Carapace
Notes
Origins path: Child of Dynasty - Born to Lead (100xp) - Chosen by Destiny [Fated for Greatness] - High Vendetta - Prestige - Rogue Trader
Lineage: Heir Apparent (100xp)
Echo, Master of Ordinance
Career Path: Void Master (Ordnance Master)
Rank 1: 5000xp/5000xp
Homeworld: Void Born
Starting wounds: 7
Fate Points: 4
Insanity: 0
Corruption: 0 (3)
Characteristics
Weapon Skill - 36
Ballistic Skill - 41 (simple training)
Strength - 32
Toughness - 37
Agility - 31
Intelligence - 42
Perception - 40
Willpower - 41
Fellowship - 31
Trained Skills 300 xp
Sleight of hand
Concealment
Common Lore (imperial navy, war)
Forbidden lore (xenos)
Navigation (stellar)
Pilot(space craft, flyers)
Scholastic Lore(astronamy)
Secret Tongue (Rouge Trader)
Speak Language (low gothic)
Speak Language (his home vessel's dialect)
Dodge
Drive (ground Vehicle)
Literacy
Special Abilities
Mastery of Gunnery
Charmed: may roll a die after spending a fate point, on a 9 the point is not lost
Ill omend: -5 fellowship in interactions with non-voidborn
Shipwise: subsumed by class
Void Accustomed: 0 and low gravity aren't difficult terrain
Talents 100XP
Spoiler
Enemy (adeptus Arbites)
Resistance (interrogation)
Light Sleeper
Nerves of Steel
Pistol Weapon Training (Uni)
Melee weapon Training (uni)
Equipment
Common Craftmanship Power Sword
Best Craftmanship Hand cannon
Guard flak armour
micro-bead
void suit
blessed ship token
re-breather
Beggar's cloak
2 bottlesof amasec
pict recoder
vox-caster
good hell-pistol
Orgin Path
Void Born Scapegrace Renegade (effect recidivist) Calamity Fortune void master
Background
Echo as a young boy lived life as a Scapegrace always running around stealing food. After a few years living on the street Echo became a renegade harassing the imperium, after a close scrape with a Space Marine chapter.
Echo joined up with a Cargo transport and during one long hall taking supplies to an imperium base they were attacked by a group of raiders and most of the crew was killed or wounded. Then after the pirates stole the cargo they damaged their engines and were set a drift, after three months a drift a imperium warship found them and rescued the crew. During the battle before the calamity had happened Echo had fought valiantly in defense of the ship but was wounded in the course of the battle. Echo later became a void master for a different cargo ship and learned about the Rouge Traders. soon echo learned the secret language of the traders and began on his search for fortune
Jastilus, Drivesmaster
Spoiler
Career Path: Explorator
Rank: 1 [5000xp/5000xp]
Wounds: 12
Fate Points: 3
Corruption: 5
Insanity: 0
Stats
WS 30
BS 37
S 34
T 32
Ag 42
Int 52
Per 37
WP 36
Fel 35
Trained Skills
Common Lore (Machine Cult) [Int]
Common Lore (Tech) [Int]
Forbidden Lore (Adeptus Mechanicus) [Int]
Forbidden Lore (Archeotech) +10 [Int]
Literacy [Int]
Logic [Int]
Scholastic Lore (Legend) [Int]
Speak Language (Low Gothic) [Int]
Speak Language (Explorator Binary) [Int]
Speak Language (Techna-Lingua) [Int]
Tech Use +10 [Int]
Trade (Technomat) [Int]
Traits
Stranger to the Cult: -10 on knowledge of the Imperial Creed, -5 on fellowship tests to interact with members of the Ecclesiarchy in a formal setting
Against all odds
Ill-starred
Mechanicus Implants
Talents
Spoiler
Technical Knock
Dark Soul
Foresight
Logis Implant
Equipment:
good-Craftsmanship hellgun
good-Craftsmanship power axe
Enforcer light carapace
Multikey
Void suit
Injector
Sacred unguents
Micro-bead
Combi-tool
Dataslate
Servo-skull familiar w/laspistol
Machine Interface Unit (MIU)
Auger Array
2 heavy bolter servitors
2 plasma cannon servitors
1 multi-melta servitor
Origin Path [500xp]
Forge World
Fringe Survivor - Heretek (100xp)
New Horizons - Seeker of the Truth (100xp)
Ship Lorn
Knowledge - Knowledge is Power (300xp)
Leftennan’ Gorskab Urtyfang Da ORK, Chief Boatswain
Career Path: Ork Freebooter
Rank: 1 (5000/5000 XP)
Wounds: 14
Fate Points: 2
Insanity: 0
Corruption: 0 (orks don't gain kurrupshun)
Characteristics
WS 44 (Basic Training)
BS 19
Str 50
T 50 (Basic Training)
Agi 30
Int 22
Per 30
WP 27
Fel 25
Trained Skills
Awareness (Per)
Barter (Fel)
Carouse (T)
Intimidate (Str) +10 (iron gob)
Common Lore: Orks, War (Int)
Sleight of Hand (Agi)
Speak Language: Low Gothic, Ork (Int)
Tech-Use +10 (Int)
Talents
* Furious Assault: successful hit with All-Out Attack allows Reaction to be spent making an additional attack with the same bonuses/penalties as original attack
* Iron Jaw: test Toughness to ignore the effects of being Stunned
* Peer (Death Skulls): +10 to Fel Tests with target group
* Runtz (x1): 1 Attack Squig or Gretchin or 2 Snotlings; replenish when on planetary surface
* True Grit: whenever suffering Critical Damage, halve the result (rounding up)
* Weapon Training (Basic: Primitive, SP; Melee: Universal; Pistol: Primitive, SP; Xenos: Orks)
* Quick Draw
Traits
* ’Ard: gain Traits: Unnatural Toughness (x2), Sturdy (+20 to resist grappling and takedown); Medicae tests to treat the Ork gain a +20 bonus
* Make It Work: Ork weapons with the Unreliable quality lose that quality when used by an Ork
* Might Makes Right: use Intimidate as Command, affecting a number of greenskins equal to Str bonus
* Mob Rule: +10 WP to resist Fear/Pinning for each additional Ork within 10m
* Non-Imperial: -10 on all lore tests related to the Imperium of Man
* Speak Not Unto the Alien: Fellowship tests are 2 steps harder when dealing with non-orks unless they trust you. -2 morale on the Rogue Trader's ship.
* Alien Biology [Ork]: some human equipment, especially drugs, bionics, and heavier armors, don't work for an ork.
Ork Klan: Death Skulls
Origin: Mekboy
Equipment:
* Shoota (Common): Dmg 1d10+4 I, RoF S/3/10, Range 60m, Clip 30 (Rld Full); Special: Inaccurate, Unreliable; 4 kg
* Choppa (Best): 1d10+2 R (Pen 2); Special: Unbalanced; 8 kg
* Orky void suit
* Squig-hide Coat and Leggings: AP 3 to Body, Arms, Legs; 4 kg
* 'Ard Hat: AP 2 to Head
* Iron Gob +2 AP to Head, +10 to Intimidate (Acquisition)
XP Spent: 500
* Toughness Simple Advance (100)
* Weapon Skill Simple Advance (100)
* Quick Draw (300)
Vincent d'Alitzere, Warp Guide
Navigator Rank 1 (5000xp/5000xp)
Wounds: 9
Fate Points: 4
Insanity: 3
Corruption: 4
Initiative: +3
Stats:
Weapon Skill: 40
Ballistic Skill: 33
Strength: 31
Toughness: 41
Agility: 37
Intelligence: 36
Perception: 39
Will Power: 48
Fellowship: 40
Origin:
Home World: Battlefleet - Pilot(Spacecraft)
Birthright: Child of the creed - 3WP
Lure of the void: Crusade - Warrior - 5T
Trials and Travails: A Product of Upbringing - Decadent
Motivation: Pride - Reliquary of St. Drusus
Career: Navigator (Renegade House)
Lineage: A Proud Tradition - Heir Apparent - Navigation(The Warp)
Talents & Traits:
Meditation
Navigator
Pistol Weapon Training(Universal)
Ship-Bound Fighter
Talented: Navigation(The Warp)
Unshakable Faith
Void Accustomed
Warp Eye
Renegade
The Fruits of Corrupted Blood: The Lidless Stare,Refresh and Revitalize, The Course Untraveled
Unchecked Mutation
Navigator Mutation: Eyes as Dark as the Void
Navigator Mutation: Strange Vitality
Navigator Power: The Lidless Stare (Master)
Skills:
Awareness 19
Barter 20
Carouse 20
Charm 25
Climb 15
Command 20
Common Lore:
- Imperial Navy 36
- Navis Nobilite 36
Concealment 18
Contortionist 18
Deceive 20
Disguise 20
Dodge 18
Evaluate 18
Forbidden Lore:
- Navigators 36
- the Warp 36
Gamble 18
Inquiry 20
Intimidate 15
Literacy 36
Navigation
- Stellar 36
- The Warp 46
Pilot
- Space Craft 37
Psyniscience 39
Scholastic Lore
- Astromancy 36
Scrutiny 19
Search 19
Silent Move 18
Speak Language:
-High Gothic 36
-Low Gothic 36
-Ship Dialect 36
Swim 15
Equipment
Best-Craftmanship Hellpistol (S/2/- 1d10+4 Pen:7 range:35m Clip:40 Rld: 2 Full)
Best-Craftmanship Metal Staff
Best Quality Xenomesh Armour (4AP Arms/Body/Legs)
Conversion Field (Initial Acquisition) (p.131 - into the storm)
Reliquary of St. Drusus
Emperor's Tarot Deck
Silk Headscarf
Nobilite robes
Charm
Micro-bead
XP
4500 Base
250xp Lure of the Void: Crusade - Warrior
150xp A Product of Upbringing: Decadent
100xp Lineage: A Proud Tradition - Heir Apparent
Total Spent: 5000
Total Unspent: 0
Akshan Rishi, Carto-Artifex
Career Path: Navigator (Renegade House)
Rank 1: [5000xp/5000xp]
Wounds: 9
Fate points: 3
Insanity points: 13
Corruption points: 3
Initiative: +6 (4 Ag + 2 Paranoia)
Characteristics:
WS 28
BS 35
S 30
T 36
Ag 40
Int 40 x2 bonus (g. cotex implant)
Per 56
WP 41
Fel 27 (-5 membranous growths)
Traits:
Renegade House:
The Fruits of Corrupted Blood (+1 power, +10 to three powers, -10 to resist three powers)
Unchecked Mutation (harder to resist mutation)
Renegades (-10 interacting with official bodies of Imperium)
Initial Mutation (two mutations, rolled Pale and Hairless Flesh and Membranous Growths)
Forge World:
Stranger to the Cult (-10 knowledge imperial cult, -5 Fellowship Tests to interact with members of the Ecclesiarchy in formal settings)
Good Cortex Implants: Unnatural Intelligence
Talents:
Enemy (House Rishi and allies)
Navigator
Paranoia (+2 Ini, GM may secretly test Per to notice hidden threats)
Pistol Weapon Training (Universal)
Talented (Awareness)
Technical Knock
Navigator powers:
Lidless Stare (novice)
Stacking the Deck (adept)
Fruits of Corruption: Lidless Stare, Stacking the Deck and Held in My Gaze
Skills:
Awareness (Per) 56+10
Common Lore (Navis Nobilite) (Int) 40+10
Deceive (Fel) 27
Forbidden lore (Navigators) (Int) 40+10
Forbidden Lore (Warp) (Int) 40+10
Literacy (Int) 40+10
Navigation (Stellar) (Int) 40+10
Navigation (Warp) (Int) 40+10
Psyniscience (Per) 56
Scholastic Lore (Astromancy) (Int) 40+10
Scrutiny (Per) 56
Sleight of Hand (Ag) 40
Speak Language (High Gothic) (Int) 40+10
Speak Language (Low Gothic) (Int) 40+10
Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills.
Gear:
Best-Craftsmanship hellpistol,
Best-Craftsmanship metal staff,
best-Craftsmanship xeno-mesh armour,
Emperor’s tarot deck,
silk headscarf,
Nobilite robes,
charm,
micro-bead.
Good Cortex Implants
XP, advancements and origin path:
Forge World
Scapegrace
Hunted (instead of Tainted) 100 xp
Dark Secret (instead of Hand of War) 200 xp
A Long and Glorious History: A Dark Secret 100 xp
Akshan was injected with an arcane cocktail that contained xeno genetic material. He discovered this by accident when he overheard a magos explaining the procedure to his uncle. It changed his body subtly without altering his sperm. (Or at least that was the idea.) He is deeply ashamed that his body has been so polluted. More importantly, the Inquisition would be very interested to find out that a navigator house is creating what could potentially become a new breed of xeno-hybrid navigators. If they did find out the likely reaction would be to purge everyone involved, first and foremost among those the contaminated individual(s). House Rishi wants the evidence destroyed to make sure the secret never gets out.
Fred J. Dukes, Master-At-Arms
Career Path: Arch-militant
Rank: 1 [5000xp/5000xp]
Wounds: 19
Fate Points: 3
Insanity: 0
Corruption: 7
Initiative +4
Stats
WS: [41]
BS: [34]
Str: [46]
T: [47]
Agi:[40]
Int: [31]
Per: [38]
Wil: [36]
Fel: [34]
Trained Skills
Spoiler
Spoiler
Carouse (T)
Common Lore (War)(Int)
Dodge (Ag) (+10 from talented)
Intimidate (S)
Scholastic Lore (Tactica Imperialis)(Int)
Secret Tounge [Military] (Int)
Speak Language (Low Gothic)(Int)
Survival (Int)
Traits
Paranoid [-10 interaction skills in formal surroundings]
Survivor [+10 vs pinning and shock]
Weapon Master Melee [+10 to hit, +2 damage, +2 init]
The Face of the Enemy [Pirates] (-10 Social, Wil test or violence at provocation)
Talents
Basic Weapon Training (SP)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Weapon Training (Thrown Weapons)
Hatred (Pirates)
Peer (Underworld)
Rival (Underworld)
Jaded
Leap up
Sound constitution (x1)
Talented (dodge)
Equipment:
Good Craftsmanship Hell-gun,
Good Craftsmanship Mono-sword,
Enforcer light carapace,
Micro Bead,
Void-Suit,
bolt shell keepsake (charm)
medikit,
manacles,
3 doses of stimm.
Good Thunder Hammer: +5 to hit
Origin Path [500xp]
Death World
Fringe Survivor (Pit fighter); 200xp
Tainted (Mutant); 200xp
The Hand of War
Endurance
Disgraced (Another generation of shame); 100xp
Name: Va'ek Mar, ?ship role?
Career Path: Kroot Mercenary
Kindred: Stalker
Rank: 1 [4950/5000XP]
Wounds: [14]
Fate Points:[2]
Stats:
WS- [37]
BS- [40]
Str- [30](SB 6)
Tgh- [30]
Agi- [60](intermediate training)
Int- [39]
Per- [45]
Wil- [35]
Fel- [25]
Skills:
Awareness, Concealment [+10(kroot)+20 (gear)], Dodge, Silent Move (+10), Speak Language (Kroot, Low Gothic, Tau), Tracking
Traits:
Eaters of the Dead, Fieldcraft, Kroot Beak (1d5+SB R, Primitive), Unnatural Strength, Non-Imperial, Speak Not Unto the Alien, Alien Biology, Stalker
Talents:
Basic Weapon Training (Universal), Exotic Weapon Training (Kroot Rifle), Melee Weapon Training (Universal), Heightened Senses (Sight, Hearing), Mercenary
Equipment:
Kroot Rifle (110m; S/2/-; 1d10+5 E; Pen 1; Clip 6; Rld 2 Full//1d10 R, balanced)
mono-knife (Thrown 5m; 1d5 R; Pen 2)
kroot leathers (Arms, body, legs; 3; primitive)
Kroot-modified void-suit, micro bead
Good craftsmanship Cameleoline Cloak [I would like to re-fluff it so that this are multiple smaller parts of cameleoline fabric that he wraps around his weapon, armor and other gear because he already has chameleon like skin]
Background:
Va'ek was born in a landed warsphere on the planet Teer. He spent the first half of his life like most other Kroot: Hunting. Preying mostly on a local species of bovines with chameleon-like abilities he soon developed the ability to change the coloration of his skin, making him nearly indistinguishable from the background. (And a worrying appetite for vegetation.)
Shortly before he could leave the planet together with his kindred and shaper Teer was attacked by a large group of orks.
As one of the few survivors lived on his on in the local forests until a trading ship landed on the planet. The naive captain of the vessel tried to trade with the greenskins.
Shortly after Va'ek managed to sneak onto the ship just as it was fleeing the planet with a now far smaller crew.
He managed to hide from detection until the ship was attacked by a band of human pirates. Sensing a chance he helped killing the trading crew and revealed himself to the pirates. They did not let him join their crew but offered him a contract as spy and assassin.
After many more of such contracts with different employers Va'ek now works for a rogue trader.
Marchon Omniel de'Aussi, High Factotum
Career Path: Seneschal
Rank: 1 [5000xp/5000xp]
Wounds: 9
Fate Points: 2
Corruption: 0
Insanity: 3
Stats
WS: [28]
BS: [40]
Str: [29]
T: [30]
Agi:[35]
Int: [51]
Per: [45]
Wil: [30]
Fel: [50]
Traits
Etiquette: +10 bonus on Interaction skill tests when dealing with high authority and in formal situations
Legacy of Wealth: +1 Profit Factor
Vendetta: See background.
Talents
Pistol Weapon Training (Pistol)
Basic Weapon Training (Universal)
Peer (Government)
Peer (Nobility)
Skills
Barter (Fel)
Commerce (Fel)
Common Lore (Underworld) (Int)
Deceive (Fel)
Evaluate (Int)
Forbidden Lore (Archeotech) +10 (Int)
Forbidden Lore (Xenos) +20 (Int)
Inquiry (Fel)
Literacy (Int)
Logic (Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic)+10 (Int)
Speak Language (Trader’s Cant) (Int)
Equipment
Best-Craftsmanship hellpistol
Best-Craftsmanship hellgun
Xeno-mesh armour
Autoquill
Dataslate
micro-bead
multikey
two sets of robes
synskin
chrono
cameleoline cloak
Good Quality Refractor Field [30, fails on a 1-5]
Origin Path [500xp]
Noble Born
Savant
New Horizons: Xeno-Arcanist [200xp]
Dark Voyage
Knowledge: Know They Foe [200+100xp]
Background
The galaxy is vast, and old, and mighty. Within the great span of its spiraling arms four hundred billion stars burn with their slow fire. Man is a little things before such splendor, his mind unable to grasp even the fullness of a single world, much less the whole of the Silver River.
The galaxy is old, and there are things in it far older then mankind. When the stars were yet young, and the tempest of the War in Heaven has stilled the Eldar, the first comers, walk the star ways. The might of their science and their gods upheld them and in power they took the very stars into their hand.
Through hubris and deprivation they were cast down, fated to die a slow death of their own making. The time of the second comers has begun. Mankind rose from its ancestral cradle, Holy Terra under Sol, and took their rightful place among the heavens. Yet man is a flawed creature and the Ruinous Powers exploited this. From the heights of their glory mankind was cast down in a torrent of Heresy and War. For ten thousand years the God Emperor has been bound to his Golden Throne and mankind stagnates.
Gone is the hope of science and the wonder of things newly learned. Gone is the unity and purpose working toward the future. Gone is joy and mercy for the galaxy cares not for the lives of man and mankind has made for himself his own sorrow.
Yet still could be kindled a new fire, the strength to again assert dominion over star and planet; the might to endure and thrive. The Imperium of Man is mighty, but it must be made anew. In ignorance we blunder without the light of reason or knowledge to guide us. In foolishness we scorn the lessons of history, our own and other. In desperation we destroy ourselves and by stupidity we bring ruin down on our own heads.
The crystal spires of l’Orbis Terrarum Minoris were my first wonder. Have you seen them? No pictograph can do them true justice. Gleaming as though wrought from silver and pearl, they rise like ivory towers as a sign to all man and nature of mankind and its unbreakable will. It is an easy think in their bright shadow to view the universe as a thing conquered, as though all the galaxy has been delivered into the stewardship of man.
I was so stupid then. Not ignorant, no that would have been much easier; much happier in the end I suspect. The gilded halls of the Imperial University were mine from an early age. A heady mix of doctrine, philosophy, and ahem recreation.
It was during those years I discovered the Eldar; such a sad and beautiful people they are. I knew my whole life that we lived on a Maiden World, created just for their inhabitation. At university I learned about the Great Gift, when the Eldar allowed us to settle our planet. I learned their gods and some of their songs. Even now I grow frustrated trying to force my tongue through what should be a graceful dance. I learned some of the language, but never mastered it. I learned to love them as did everyone there with me.
Is it heresy to say I love the Eldar but still revere the God Emperor? I don’t think so but many would. The Eldar classes at the University were always small, always from families that had raised their children to look at the world in a certain way. We took no notes, met at no set place or time. It was less a formal class then a secret society, but one of the most open ones you can imagine.
We never did anything stupid, never did anything heretical mind you. We were just learning, just trying to understand. But that isn’t always enough. There are houses aligned with the Eccelsiarchy just as much as mine appreciates the Eldar. I didn’t know about that scheming shadowy war as a child. I learned when le Marquis d’Aurent, imbecilic little worm that he is, made it his personal mission to root out the ‘Xenophiles’.
He was the latest in a long line of sniveling planetary governors who couldn’t wait to get themselves deeper into the Eccelsiarchies pocket. He made the University, my home for more than twenty years a place I didn’t recognize. I was one of the faculty who opposed his madness. My dismissal was very public, and my family was eventually forced to vacate our estates. I still remember the look in my little niece’s eyes, half hate and half confusion. The look asked me, “Why are you making us leave our home?”
So we boarded the first Rouge Trader vessel to leave the system. It cost us heavily in bribes and fees. We were seeking after the Corrin family, distant relatives of ours. I had seen a few, when they came to the system to take on water or metal. Nice enough people, if a bit stuffy.
Those of you familiar with l’OrbTer know we had a problem with Ork raiders. It seems the Emperor was not with us as we escaped. Their boarding pods broke through near our quarters. The battle was fierce but we were able to escape to the Warp before they overwhelmed us.
Do you know what it is like to live for a year in a half derelict ship where power, gravity, and preassure are out in half the ship, sometimes more than one at the same time. The greenskins didn’t make it any easier. I saw things then, things I never want to talk about again; those filthy crawling things making their way through the vents, turning a corner only to get into a firefight with one of the hulking brutes. So many shots to take down…
Anyway we made it out alive, just barely and with less than half of the family of two hundred alive. It should have been a quick voyage, but what with the damage the pirates caused, and the all-out warfare between the crew and the invaders it took a year! A year in the Warp! I sometimes think we should have just let them kill us. That place is not meant for man, it isn’t meant for anyone. You go crazy there, after you have lost count of how many times the facets have poured out blood and you had to drink it anyway…
I see that ship still, in my nightmares… you could see the demons around the Geller field, just waiting for it to go down so they could do who knows what… yes death might have been a much better option.
But I live. And while I live I am going to keep fighting, keep learning. Mankind was better than this once. I haven’t lost hope, even after all I have been through, that mankind will be great again. But to do that requires men and women who understand the time and who have learned the lessons of history. I have seen what we face, the horrors and the evils. We must overcome them, there is no choice in that. We will overcome them.
The Last Chance, Rogue Trader Vessel
Name: The Last Chance
Hull: Tempest-class strike frigate
Hull Integrity: 34/34
Morale: 101/101
Crew population: 100/100
Characteristics
Speed: 9
Maneuverability: +15
Detection: +22
Armour: 19
Turret rating: 1
Void shields: 1
Unused power: 0
Unused space: 0
Essential Components
Modified Jovian-pattern Class 2 Plasma Drive
Strelov 1 Warp Engine
Warpsbane Hull
Void Shield
Combat Bridge
Ancient Life Sustainers
Voidsmen Crew Quarters
Deep Void Auger Array
Supplemental Components
Tenebro-Maze
Barracks
Cargo Hold and Lighter Bay
Energistic Conversion Matrix
Librarium Vault
Trophy Room
Observation Dome
Empyrean Mantle
Armaments
Dorsal Mezoa-pattern macrocannons: Str 4, Dam 1d10+3, Crit 5, Range 5
Dorsal Mezoa-pattern macrocannons: Str 4, Dam 1d10+3, Crit 5, Range 5
Crew and Upgrades
Competent crew
Background and Oddities
Adventurous
Emissary of the Imperator
Planet-Bound for Millennia
Note: I've allowed both the chosen history and the rolled histories because I think that it will add more flavor to the ship.
Notes
+15 Intimidation tests made by crew, -5 all other social skills (if the character's ship is known)
+10 Detection when participating in an Endeavor, otherwise -10 Detection
+10 Maneuverability within 6 VU of a planet
+10 Navigation tests to pilot in the Warp, roll twice on Warp Encounters table and Navigator picks result
+10 Command to Hit and Run or Boarding defend, choose C on Crit
+20 Command for all Hit and Run or Boarding actions
Vessel is two degrees harder to detect on Silent Running
+10 all Investigation skills while aboard
+10 Tech-Use to repair while bridge is undamaged
+100 towards Military
+100 towards Exploration
+100 towards Trade
+150 towards Criminal
Anton Deva, First Mate
Career Path: Void Master
Rank: 1 [4950xp/5000xp]
Wounds: 9
Fate Points: 3
Insanity: 2
Corruption: 0
Stats
WS: [34]
BS: [41]
Str: [35]
T: [33]
Agi:[42]
Int: [41]
Per: [41]
Wil: [42] (47 on ship)
Fel: [30] (35 on ship)
Trained Skills
Common Lore (Imperial Guard)(Int))
Common Lore (Imperial Navy)(Int)
Common Lore (War)(Int) +10
Forbidden Lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Space Craft) (Ag)
Pilot (Flyers) (Ag)
Scholastic Lore (Astromancy)(Int)
Secret Tounge [Military] (Int)
Speak Language (Low Gothic)(Int)
Trade (Voidfarer)
Traits
Constant Combat Training (-5 Social, non-combat topics)
The Face of the Enemy [Eldar] (-10 Social, Wil test or violence at provocation)
Loyalty (+5 Fel/Wil on the Ship)
Talents
Basic Weapon Training (SP)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Weapon Training (Thrown Weapons)
Hatred (Eldars)
Hatred (Kroot)
Hatred (Mutants)
Peer (Military)
Paranoia
Talented (Pilot [Flyers] )
Unremarkable
Nerves of Steel
Equipment:
Best Craftsmanship Mono-Sword, Best Craftsmanship Hand Cannon, Guard Flak Armor, Micro Bead, Void-Suit, Blessed Ship Token, Re-Breather, Beggar's Cloak, 2 Bottles of Amasec, Pict-Recorder, Vox-Caster.
Acquisitions:
Gun-Cutter (Availability: Very Rare -20, Costly -10, Scale: Negligible +30, Craftsmanship: Common +0)
Origin Path [450xp]
Fortress World
In Service to the Throne: One Among Billions (200xp)
Crusade: Call to War (150xp)
The Hand of War
Devotion: Loyalty (100xp)
Kai Yume, Helmsman
Career Path: Void Master
Rank: 1 [5000xp/5000xp]
Wounds: 6
FP: 2
Insanity: 0
Corruption: 0
Characteristics
WS 38
BS 41
S 31
T 24 (Ahh, well. Who needs toughness when you can fight with a ship)
Ag 45
Int 42
Per 36
Fel 45
WP 36
Trained Skills
Common Lore (Nordicum Sub-Sector (Int) +10
Common Lore (Imperial Navy) (Int) +10
Common Lore (War) (Int)
Forbidden Lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Spacecraft) (Ag) +10
Pilot (Flyers) (Ag)
Psynscience (Per)
Scholastic Lore (Astromancy) (Int) +10
Speak Language (Low Gothic) (Int)
Talents & Traits
Street Knowledge
Peer (Void-Born)
Port of Call (Polyglot)
Sixth Sense
Rival (Inquisition)
Ambidextrous
Autosanguine
Chem-Geld
Enemy (Ecclesiarchy)
Jealous Freedom
Pistol Training (Universal)
Melee Weapon Training (Universal)
Nerves of Steel
Master of Space
Equipment
Best-Craftsmenship Power-sword
Best-Craftsmenship Hand-Cannon
Guard Flak Armor
Micro-bead
Void-Suit
Blessed Ship Token (Ship name scratched out)
Re-breather
Imperial Navy Uniform
2 Bottles of Amasec, which he claims (with no basis in fact) are from out-sector
Pict-Recorder
Vox-Caster
Common-Quality MIU (Yay for insane piloting skills)
Background & Whatnot
Origin Path
Homeworld: Footfallen (Or whatever the equivalent is in this Sector) [from your background it doesn't really matter. These must have been skills and talents implanted during Kai's creation]
Birthright: Unnatural Origin (False-man)
Lure of the Void: Renegade (Free-thinker)
Trials and Travails: Press-ganged
Motivation: Exhilaration (New Horizons)
500 xp spent on:
False-Man (300xp)
New Horizons (200xp)
Lord Miles Alexander Tiberius Brittanicus Siegfried Marigold Corrin III, Rogue Trader Captain
Quote: "Caution be damned. There's adventure to be had!"
Name: Miles for short
Career Path: Rogue Trader
Rank 1: [5000xp/5000xp]
Wounds: 7
Fate points: 5
Insanity points: 0 (6)
Corruption points: 0
Characteristics
WS 40
BS 37
S 39
T 27
Ag 36
Int 41
Per 33
WP 24
Fel 48
Skills
Charm [Fel] [+10]
Command [Fel] [+10]
Commerce [Fel]
Common Lore [Int] [Imperium, Rogue Traders]
Dodge [Ag]
Evaluate [Int]
Inquiry [Int]
Literacy [Int] [+10]
Scholastic Lore [Int] [Astromancy, Tactica Imperialis]
Speak Language [Int] [High Gothic +10, Low Gothic, Trader's Cant]
Talents
Spoiler
Enemy [Unseen Enemy]
Die Hard
Talented [Charm, Command]
Air of Authority
Pistol Training (Uni)
Melee Training (Uni)
Exceptional Leader
Traits
Dynastic Warrant (+3 Ship Points)
Honour Amongst One's Peers (+5 Fel interacting with nobility and officials in formal setting)
Unseen Enemy
Blood Will Have Blood
Brook No Insult
Gear
Good-Craftsmanship hand cannon
Best-Craftsmanship monosword
Best-Craftsmanship Parrying mono-dagger
Micro-bead
Void suit
Set of fine clothing
Xeno-pelt cloak
Best-Craftsmanship Enforcer light carapace
XP and Advancements
100xp - Born to Lead
100xp - Heir Apparant
100xp - Dodge
100xp - Common Lore (Rogue Traders)
100xp - Speak Language (Trader's Cant)
Combat Equipment:
[(BS 37 ... WS 40)
Hand cannon, Good: Pistol, range 35m, RoF S/-/-, Dam 1d10+4 I, PEn 2, Clip 5, Rls 2 Full; Reliable
Monosword, Best: Melee, Dam 1d10 R, Pen 2; Mono, Balanced, additional +10 Attack
Parrying dagger, Best: Melee, Dam 1d5+1 R, Pen 2; Defensive, Mono, additional +5 Parry and +10 Attack
Head Armor: AP 6 Carapace
Body Armor: AP 6 Carapace
L.Arm Armor: AP 6 Carapace
R.Arm Armor: AP 6 Carapace
L.Leg Armor: AP 6 Carapace
R.Leg Armor: AP 6 Carapace
Notes
Origins path: Child of Dynasty - Born to Lead (100xp) - Chosen by Destiny [Fated for Greatness] - High Vendetta - Prestige - Rogue Trader
Lineage: Heir Apparent (100xp)
Echo, Master of Ordinance
Career Path: Void Master (Ordnance Master)
Rank 1: 5000xp/5000xp
Homeworld: Void Born
Starting wounds: 7
Fate Points: 4
Insanity: 0
Corruption: 0 (3)
Characteristics
Weapon Skill - 36
Ballistic Skill - 41 (simple training)
Strength - 32
Toughness - 37
Agility - 31
Intelligence - 42
Perception - 40
Willpower - 41
Fellowship - 31
Trained Skills 300 xp
Sleight of hand
Concealment
Common Lore (imperial navy, war)
Forbidden lore (xenos)
Navigation (stellar)
Pilot(space craft, flyers)
Scholastic Lore(astronamy)
Secret Tongue (Rouge Trader)
Speak Language (low gothic)
Speak Language (his home vessel's dialect)
Dodge
Drive (ground Vehicle)
Literacy
Special Abilities
Mastery of Gunnery
Charmed: may roll a die after spending a fate point, on a 9 the point is not lost
Ill omend: -5 fellowship in interactions with non-voidborn
Shipwise: subsumed by class
Void Accustomed: 0 and low gravity aren't difficult terrain
Talents 100XP
Spoiler
Enemy (adeptus Arbites)
Resistance (interrogation)
Light Sleeper
Nerves of Steel
Pistol Weapon Training (Uni)
Melee weapon Training (uni)
Equipment
Common Craftmanship Power Sword
Best Craftmanship Hand cannon
Guard flak armour
micro-bead
void suit
blessed ship token
re-breather
Beggar's cloak
2 bottlesof amasec
pict recoder
vox-caster
good hell-pistol
Orgin Path
Void Born Scapegrace Renegade (effect recidivist) Calamity Fortune void master
Background
Echo as a young boy lived life as a Scapegrace always running around stealing food. After a few years living on the street Echo became a renegade harassing the imperium, after a close scrape with a Space Marine chapter.
Echo joined up with a Cargo transport and during one long hall taking supplies to an imperium base they were attacked by a group of raiders and most of the crew was killed or wounded. Then after the pirates stole the cargo they damaged their engines and were set a drift, after three months a drift a imperium warship found them and rescued the crew. During the battle before the calamity had happened Echo had fought valiantly in defense of the ship but was wounded in the course of the battle. Echo later became a void master for a different cargo ship and learned about the Rouge Traders. soon echo learned the secret language of the traders and began on his search for fortune
Jastilus, Drivesmaster
Spoiler
Career Path: Explorator
Rank: 1 [5000xp/5000xp]
Wounds: 12
Fate Points: 3
Corruption: 5
Insanity: 0
Stats
WS 30
BS 37
S 34
T 32
Ag 42
Int 52
Per 37
WP 36
Fel 35
Trained Skills
Common Lore (Machine Cult) [Int]
Common Lore (Tech) [Int]
Forbidden Lore (Adeptus Mechanicus) [Int]
Forbidden Lore (Archeotech) +10 [Int]
Literacy [Int]
Logic [Int]
Scholastic Lore (Legend) [Int]
Speak Language (Low Gothic) [Int]
Speak Language (Explorator Binary) [Int]
Speak Language (Techna-Lingua) [Int]
Tech Use +10 [Int]
Trade (Technomat) [Int]
Traits
Stranger to the Cult: -10 on knowledge of the Imperial Creed, -5 on fellowship tests to interact with members of the Ecclesiarchy in a formal setting
Against all odds
Ill-starred
Mechanicus Implants
Talents
Spoiler
Technical Knock
Dark Soul
Foresight
Logis Implant
Equipment:
good-Craftsmanship hellgun
good-Craftsmanship power axe
Enforcer light carapace
Multikey
Void suit
Injector
Sacred unguents
Micro-bead
Combi-tool
Dataslate
Servo-skull familiar w/laspistol
Machine Interface Unit (MIU)
Auger Array
2 heavy bolter servitors
2 plasma cannon servitors
1 multi-melta servitor
Origin Path [500xp]
Forge World
Fringe Survivor - Heretek (100xp)
New Horizons - Seeker of the Truth (100xp)
Ship Lorn
Knowledge - Knowledge is Power (300xp)
Leftennan’ Gorskab Urtyfang Da ORK, Chief Boatswain
Career Path: Ork Freebooter
Rank: 1 (5000/5000 XP)
Wounds: 14
Fate Points: 2
Insanity: 0
Corruption: 0 (orks don't gain kurrupshun)
Characteristics
WS 44 (Basic Training)
BS 19
Str 50
T 50 (Basic Training)
Agi 30
Int 22
Per 30
WP 27
Fel 25
Trained Skills
Awareness (Per)
Barter (Fel)
Carouse (T)
Intimidate (Str) +10 (iron gob)
Common Lore: Orks, War (Int)
Sleight of Hand (Agi)
Speak Language: Low Gothic, Ork (Int)
Tech-Use +10 (Int)
Talents
* Furious Assault: successful hit with All-Out Attack allows Reaction to be spent making an additional attack with the same bonuses/penalties as original attack
* Iron Jaw: test Toughness to ignore the effects of being Stunned
* Peer (Death Skulls): +10 to Fel Tests with target group
* Runtz (x1): 1 Attack Squig or Gretchin or 2 Snotlings; replenish when on planetary surface
* True Grit: whenever suffering Critical Damage, halve the result (rounding up)
* Weapon Training (Basic: Primitive, SP; Melee: Universal; Pistol: Primitive, SP; Xenos: Orks)
* Quick Draw
Traits
* ’Ard: gain Traits: Unnatural Toughness (x2), Sturdy (+20 to resist grappling and takedown); Medicae tests to treat the Ork gain a +20 bonus
* Make It Work: Ork weapons with the Unreliable quality lose that quality when used by an Ork
* Might Makes Right: use Intimidate as Command, affecting a number of greenskins equal to Str bonus
* Mob Rule: +10 WP to resist Fear/Pinning for each additional Ork within 10m
* Non-Imperial: -10 on all lore tests related to the Imperium of Man
* Speak Not Unto the Alien: Fellowship tests are 2 steps harder when dealing with non-orks unless they trust you. -2 morale on the Rogue Trader's ship.
* Alien Biology [Ork]: some human equipment, especially drugs, bionics, and heavier armors, don't work for an ork.
Ork Klan: Death Skulls
Origin: Mekboy
Equipment:
* Shoota (Common): Dmg 1d10+4 I, RoF S/3/10, Range 60m, Clip 30 (Rld Full); Special: Inaccurate, Unreliable; 4 kg
* Choppa (Best): 1d10+2 R (Pen 2); Special: Unbalanced; 8 kg
* Orky void suit
* Squig-hide Coat and Leggings: AP 3 to Body, Arms, Legs; 4 kg
* 'Ard Hat: AP 2 to Head
* Iron Gob +2 AP to Head, +10 to Intimidate (Acquisition)
XP Spent: 500
* Toughness Simple Advance (100)
* Weapon Skill Simple Advance (100)
* Quick Draw (300)
Vincent d'Alitzere, Warp Guide
Navigator Rank 1 (5000xp/5000xp)
Wounds: 9
Fate Points: 4
Insanity: 3
Corruption: 4
Initiative: +3
Stats:
Weapon Skill: 40
Ballistic Skill: 33
Strength: 31
Toughness: 41
Agility: 37
Intelligence: 36
Perception: 39
Will Power: 48
Fellowship: 40
Origin:
Home World: Battlefleet - Pilot(Spacecraft)
Birthright: Child of the creed - 3WP
Lure of the void: Crusade - Warrior - 5T
Trials and Travails: A Product of Upbringing - Decadent
Motivation: Pride - Reliquary of St. Drusus
Career: Navigator (Renegade House)
Lineage: A Proud Tradition - Heir Apparent - Navigation(The Warp)
Talents & Traits:
Meditation
Navigator
Pistol Weapon Training(Universal)
Ship-Bound Fighter
Talented: Navigation(The Warp)
Unshakable Faith
Void Accustomed
Warp Eye
Renegade
The Fruits of Corrupted Blood: The Lidless Stare,Refresh and Revitalize, The Course Untraveled
Unchecked Mutation
Navigator Mutation: Eyes as Dark as the Void
Navigator Mutation: Strange Vitality
Navigator Power: The Lidless Stare (Master)
Skills:
Awareness 19
Barter 20
Carouse 20
Charm 25
Climb 15
Command 20
Common Lore:
- Imperial Navy 36
- Navis Nobilite 36
Concealment 18
Contortionist 18
Deceive 20
Disguise 20
Dodge 18
Evaluate 18
Forbidden Lore:
- Navigators 36
- the Warp 36
Gamble 18
Inquiry 20
Intimidate 15
Literacy 36
Navigation
- Stellar 36
- The Warp 46
Pilot
- Space Craft 37
Psyniscience 39
Scholastic Lore
- Astromancy 36
Scrutiny 19
Search 19
Silent Move 18
Speak Language:
-High Gothic 36
-Low Gothic 36
-Ship Dialect 36
Swim 15
Equipment
Best-Craftmanship Hellpistol (S/2/- 1d10+4 Pen:7 range:35m Clip:40 Rld: 2 Full)
Best-Craftmanship Metal Staff
Best Quality Xenomesh Armour (4AP Arms/Body/Legs)
Conversion Field (Initial Acquisition) (p.131 - into the storm)
Reliquary of St. Drusus
Emperor's Tarot Deck
Silk Headscarf
Nobilite robes
Charm
Micro-bead
XP
4500 Base
250xp Lure of the Void: Crusade - Warrior
150xp A Product of Upbringing: Decadent
100xp Lineage: A Proud Tradition - Heir Apparent
Total Spent: 5000
Total Unspent: 0
Akshan Rishi, Carto-Artifex
Career Path: Navigator (Renegade House)
Rank 1: [5000xp/5000xp]
Wounds: 9
Fate points: 3
Insanity points: 13
Corruption points: 3
Initiative: +6 (4 Ag + 2 Paranoia)
Characteristics:
WS 28
BS 35
S 30
T 36
Ag 40
Int 40 x2 bonus (g. cotex implant)
Per 56
WP 41
Fel 27 (-5 membranous growths)
Traits:
Renegade House:
The Fruits of Corrupted Blood (+1 power, +10 to three powers, -10 to resist three powers)
Unchecked Mutation (harder to resist mutation)
Renegades (-10 interacting with official bodies of Imperium)
Initial Mutation (two mutations, rolled Pale and Hairless Flesh and Membranous Growths)
Forge World:
Stranger to the Cult (-10 knowledge imperial cult, -5 Fellowship Tests to interact with members of the Ecclesiarchy in formal settings)
Good Cortex Implants: Unnatural Intelligence
Talents:
Enemy (House Rishi and allies)
Navigator
Paranoia (+2 Ini, GM may secretly test Per to notice hidden threats)
Pistol Weapon Training (Universal)
Talented (Awareness)
Technical Knock
Navigator powers:
Lidless Stare (novice)
Stacking the Deck (adept)
Fruits of Corruption: Lidless Stare, Stacking the Deck and Held in My Gaze
Skills:
Awareness (Per) 56+10
Common Lore (Navis Nobilite) (Int) 40+10
Deceive (Fel) 27
Forbidden lore (Navigators) (Int) 40+10
Forbidden Lore (Warp) (Int) 40+10
Literacy (Int) 40+10
Navigation (Stellar) (Int) 40+10
Navigation (Warp) (Int) 40+10
Psyniscience (Per) 56
Scholastic Lore (Astromancy) (Int) 40+10
Scrutiny (Per) 56
Sleight of Hand (Ag) 40
Speak Language (High Gothic) (Int) 40+10
Speak Language (Low Gothic) (Int) 40+10
Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills.
Gear:
Best-Craftsmanship hellpistol,
Best-Craftsmanship metal staff,
best-Craftsmanship xeno-mesh armour,
Emperor’s tarot deck,
silk headscarf,
Nobilite robes,
charm,
micro-bead.
Good Cortex Implants
XP, advancements and origin path:
Forge World
Scapegrace
Hunted (instead of Tainted) 100 xp
Dark Secret (instead of Hand of War) 200 xp
A Long and Glorious History: A Dark Secret 100 xp
Akshan was injected with an arcane cocktail that contained xeno genetic material. He discovered this by accident when he overheard a magos explaining the procedure to his uncle. It changed his body subtly without altering his sperm. (Or at least that was the idea.) He is deeply ashamed that his body has been so polluted. More importantly, the Inquisition would be very interested to find out that a navigator house is creating what could potentially become a new breed of xeno-hybrid navigators. If they did find out the likely reaction would be to purge everyone involved, first and foremost among those the contaminated individual(s). House Rishi wants the evidence destroyed to make sure the secret never gets out.
Fred J. Dukes, Master-At-Arms
Career Path: Arch-militant
Rank: 1 [5000xp/5000xp]
Wounds: 19
Fate Points: 3
Insanity: 0
Corruption: 7
Initiative +4
Stats
WS: [41]
BS: [34]
Str: [46]
T: [47]
Agi:[40]
Int: [31]
Per: [38]
Wil: [36]
Fel: [34]
Trained Skills
Spoiler
Spoiler
Carouse (T)
Common Lore (War)(Int)
Dodge (Ag) (+10 from talented)
Intimidate (S)
Scholastic Lore (Tactica Imperialis)(Int)
Secret Tounge [Military] (Int)
Speak Language (Low Gothic)(Int)
Survival (Int)
Traits
Paranoid [-10 interaction skills in formal surroundings]
Survivor [+10 vs pinning and shock]
Weapon Master Melee [+10 to hit, +2 damage, +2 init]
The Face of the Enemy [Pirates] (-10 Social, Wil test or violence at provocation)
Talents
Basic Weapon Training (SP)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Weapon Training (Thrown Weapons)
Hatred (Pirates)
Peer (Underworld)
Rival (Underworld)
Jaded
Leap up
Sound constitution (x1)
Talented (dodge)
Equipment:
Good Craftsmanship Hell-gun,
Good Craftsmanship Mono-sword,
Enforcer light carapace,
Micro Bead,
Void-Suit,
bolt shell keepsake (charm)
medikit,
manacles,
3 doses of stimm.
Good Thunder Hammer: +5 to hit
Origin Path [500xp]
Death World
Fringe Survivor (Pit fighter); 200xp
Tainted (Mutant); 200xp
The Hand of War
Endurance
Disgraced (Another generation of shame); 100xp
Name: Va'ek Mar, ?ship role?
Career Path: Kroot Mercenary
Kindred: Stalker
Rank: 1 [4950/5000XP]
Wounds: [14]
Fate Points:[2]
Stats:
WS- [37]
BS- [40]
Str- [30](SB 6)
Tgh- [30]
Agi- [60](intermediate training)
Int- [39]
Per- [45]
Wil- [35]
Fel- [25]
Skills:
Awareness, Concealment [+10(kroot)+20 (gear)], Dodge, Silent Move (+10), Speak Language (Kroot, Low Gothic, Tau), Tracking
Traits:
Eaters of the Dead, Fieldcraft, Kroot Beak (1d5+SB R, Primitive), Unnatural Strength, Non-Imperial, Speak Not Unto the Alien, Alien Biology, Stalker
Talents:
Basic Weapon Training (Universal), Exotic Weapon Training (Kroot Rifle), Melee Weapon Training (Universal), Heightened Senses (Sight, Hearing), Mercenary
Equipment:
Kroot Rifle (110m; S/2/-; 1d10+5 E; Pen 1; Clip 6; Rld 2 Full//1d10 R, balanced)
mono-knife (Thrown 5m; 1d5 R; Pen 2)
kroot leathers (Arms, body, legs; 3; primitive)
Kroot-modified void-suit, micro bead
Good craftsmanship Cameleoline Cloak [I would like to re-fluff it so that this are multiple smaller parts of cameleoline fabric that he wraps around his weapon, armor and other gear because he already has chameleon like skin]
Background:
Va'ek was born in a landed warsphere on the planet Teer. He spent the first half of his life like most other Kroot: Hunting. Preying mostly on a local species of bovines with chameleon-like abilities he soon developed the ability to change the coloration of his skin, making him nearly indistinguishable from the background. (And a worrying appetite for vegetation.)
Shortly before he could leave the planet together with his kindred and shaper Teer was attacked by a large group of orks.
As one of the few survivors lived on his on in the local forests until a trading ship landed on the planet. The naive captain of the vessel tried to trade with the greenskins.
Shortly after Va'ek managed to sneak onto the ship just as it was fleeing the planet with a now far smaller crew.
He managed to hide from detection until the ship was attacked by a band of human pirates. Sensing a chance he helped killing the trading crew and revealed himself to the pirates. They did not let him join their crew but offered him a contract as spy and assassin.
After many more of such contracts with different employers Va'ek now works for a rogue trader.
Marchon Omniel de'Aussi, High Factotum
Career Path: Seneschal
Rank: 1 [5000xp/5000xp]
Wounds: 9
Fate Points: 2
Corruption: 0
Insanity: 3
Stats
WS: [28]
BS: [40]
Str: [29]
T: [30]
Agi:[35]
Int: [51]
Per: [45]
Wil: [30]
Fel: [50]
Traits
Etiquette: +10 bonus on Interaction skill tests when dealing with high authority and in formal situations
Legacy of Wealth: +1 Profit Factor
Vendetta: See background.
Talents
Pistol Weapon Training (Pistol)
Basic Weapon Training (Universal)
Peer (Government)
Peer (Nobility)
Skills
Barter (Fel)
Commerce (Fel)
Common Lore (Underworld) (Int)
Deceive (Fel)
Evaluate (Int)
Forbidden Lore (Archeotech) +10 (Int)
Forbidden Lore (Xenos) +20 (Int)
Inquiry (Fel)
Literacy (Int)
Logic (Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic)+10 (Int)
Speak Language (Trader’s Cant) (Int)
Equipment
Best-Craftsmanship hellpistol
Best-Craftsmanship hellgun
Xeno-mesh armour
Autoquill
Dataslate
micro-bead
multikey
two sets of robes
synskin
chrono
cameleoline cloak
Good Quality Refractor Field [30, fails on a 1-5]
Origin Path [500xp]
Noble Born
Savant
New Horizons: Xeno-Arcanist [200xp]
Dark Voyage
Knowledge: Know They Foe [200+100xp]
Background
The galaxy is vast, and old, and mighty. Within the great span of its spiraling arms four hundred billion stars burn with their slow fire. Man is a little things before such splendor, his mind unable to grasp even the fullness of a single world, much less the whole of the Silver River.
The galaxy is old, and there are things in it far older then mankind. When the stars were yet young, and the tempest of the War in Heaven has stilled the Eldar, the first comers, walk the star ways. The might of their science and their gods upheld them and in power they took the very stars into their hand.
Through hubris and deprivation they were cast down, fated to die a slow death of their own making. The time of the second comers has begun. Mankind rose from its ancestral cradle, Holy Terra under Sol, and took their rightful place among the heavens. Yet man is a flawed creature and the Ruinous Powers exploited this. From the heights of their glory mankind was cast down in a torrent of Heresy and War. For ten thousand years the God Emperor has been bound to his Golden Throne and mankind stagnates.
Gone is the hope of science and the wonder of things newly learned. Gone is the unity and purpose working toward the future. Gone is joy and mercy for the galaxy cares not for the lives of man and mankind has made for himself his own sorrow.
Yet still could be kindled a new fire, the strength to again assert dominion over star and planet; the might to endure and thrive. The Imperium of Man is mighty, but it must be made anew. In ignorance we blunder without the light of reason or knowledge to guide us. In foolishness we scorn the lessons of history, our own and other. In desperation we destroy ourselves and by stupidity we bring ruin down on our own heads.
The crystal spires of l’Orbis Terrarum Minoris were my first wonder. Have you seen them? No pictograph can do them true justice. Gleaming as though wrought from silver and pearl, they rise like ivory towers as a sign to all man and nature of mankind and its unbreakable will. It is an easy think in their bright shadow to view the universe as a thing conquered, as though all the galaxy has been delivered into the stewardship of man.
I was so stupid then. Not ignorant, no that would have been much easier; much happier in the end I suspect. The gilded halls of the Imperial University were mine from an early age. A heady mix of doctrine, philosophy, and ahem recreation.
It was during those years I discovered the Eldar; such a sad and beautiful people they are. I knew my whole life that we lived on a Maiden World, created just for their inhabitation. At university I learned about the Great Gift, when the Eldar allowed us to settle our planet. I learned their gods and some of their songs. Even now I grow frustrated trying to force my tongue through what should be a graceful dance. I learned some of the language, but never mastered it. I learned to love them as did everyone there with me.
Is it heresy to say I love the Eldar but still revere the God Emperor? I don’t think so but many would. The Eldar classes at the University were always small, always from families that had raised their children to look at the world in a certain way. We took no notes, met at no set place or time. It was less a formal class then a secret society, but one of the most open ones you can imagine.
We never did anything stupid, never did anything heretical mind you. We were just learning, just trying to understand. But that isn’t always enough. There are houses aligned with the Eccelsiarchy just as much as mine appreciates the Eldar. I didn’t know about that scheming shadowy war as a child. I learned when le Marquis d’Aurent, imbecilic little worm that he is, made it his personal mission to root out the ‘Xenophiles’.
He was the latest in a long line of sniveling planetary governors who couldn’t wait to get themselves deeper into the Eccelsiarchies pocket. He made the University, my home for more than twenty years a place I didn’t recognize. I was one of the faculty who opposed his madness. My dismissal was very public, and my family was eventually forced to vacate our estates. I still remember the look in my little niece’s eyes, half hate and half confusion. The look asked me, “Why are you making us leave our home?”
So we boarded the first Rouge Trader vessel to leave the system. It cost us heavily in bribes and fees. We were seeking after the Corrin family, distant relatives of ours. I had seen a few, when they came to the system to take on water or metal. Nice enough people, if a bit stuffy.
Those of you familiar with l’OrbTer know we had a problem with Ork raiders. It seems the Emperor was not with us as we escaped. Their boarding pods broke through near our quarters. The battle was fierce but we were able to escape to the Warp before they overwhelmed us.
Do you know what it is like to live for a year in a half derelict ship where power, gravity, and preassure are out in half the ship, sometimes more than one at the same time. The greenskins didn’t make it any easier. I saw things then, things I never want to talk about again; those filthy crawling things making their way through the vents, turning a corner only to get into a firefight with one of the hulking brutes. So many shots to take down…
Anyway we made it out alive, just barely and with less than half of the family of two hundred alive. It should have been a quick voyage, but what with the damage the pirates caused, and the all-out warfare between the crew and the invaders it took a year! A year in the Warp! I sometimes think we should have just let them kill us. That place is not meant for man, it isn’t meant for anyone. You go crazy there, after you have lost count of how many times the facets have poured out blood and you had to drink it anyway…
I see that ship still, in my nightmares… you could see the demons around the Geller field, just waiting for it to go down so they could do who knows what… yes death might have been a much better option.
But I live. And while I live I am going to keep fighting, keep learning. Mankind was better than this once. I haven’t lost hope, even after all I have been through, that mankind will be great again. But to do that requires men and women who understand the time and who have learned the lessons of history. I have seen what we face, the horrors and the evils. We must overcome them, there is no choice in that. We will overcome them.
The Last Chance, Rogue Trader Vessel
Name: The Last Chance
Hull: Tempest-class strike frigate
Hull Integrity: 34/34
Morale: 101/101
Crew population: 100/100
Characteristics
Speed: 9
Maneuverability: +15
Detection: +22
Armour: 19
Turret rating: 1
Void shields: 1
Unused power: 0
Unused space: 0
Essential Components
Modified Jovian-pattern Class 2 Plasma Drive
Strelov 1 Warp Engine
Warpsbane Hull
Void Shield
Combat Bridge
Ancient Life Sustainers
Voidsmen Crew Quarters
Deep Void Auger Array
Supplemental Components
Tenebro-Maze
Barracks
Cargo Hold and Lighter Bay
Energistic Conversion Matrix
Librarium Vault
Trophy Room
Observation Dome
Empyrean Mantle
Armaments
Dorsal Mezoa-pattern macrocannons: Str 4, Dam 1d10+3, Crit 5, Range 5
Dorsal Mezoa-pattern macrocannons: Str 4, Dam 1d10+3, Crit 5, Range 5
Crew and Upgrades
Competent crew
Background and Oddities
Adventurous
Emissary of the Imperator
Planet-Bound for Millennia
Note: I've allowed both the chosen history and the rolled histories because I think that it will add more flavor to the ship.
Notes
+15 Intimidation tests made by crew, -5 all other social skills (if the character's ship is known)
+10 Detection when participating in an Endeavor, otherwise -10 Detection
+10 Maneuverability within 6 VU of a planet
+10 Navigation tests to pilot in the Warp, roll twice on Warp Encounters table and Navigator picks result
+10 Command to Hit and Run or Boarding defend, choose C on Crit
+20 Command for all Hit and Run or Boarding actions
Vessel is two degrees harder to detect on Silent Running
+10 all Investigation skills while aboard
+10 Tech-Use to repair while bridge is undamaged
+100 towards Military
+100 towards Exploration
+100 towards Trade
+150 towards Criminal