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Cilvyn
2014-08-28, 03:25 PM
Arue Amilia Tadleigh - Assassin

http://oi62.tinypic.com/9bipvb.jpg

"Never cowar, never neglect and know the Emperor will protect."



Name
Arue Amilia Tadleigh


Homeworld
Voidborn


Career
Astral Knifes Assassin


Rank
1




Divination
“Kill the alien before it can speak its lies"



Appearance



http://oi61.tinypic.com/20g1cf4.jpg




Gender
Female


Age
29


Skin
Light


Eyes
Brown


Hair
Long wavy Brown


Hight
1.70m


Weight
65kg


Built
Slim



Background

Persons and Places of note

The Ship:
http://4.bp.blogspot.com/-6fcszV2T-fI/T2U1XpohTxI/AAAAAAAABRY/ZKdFEppUt_E/s1600/ship_1+(1).jpg


Life on the Optima Vindictea:With 25.000 crewmember and families on board the Vindictea, it functions like a small city. When not in combat most people just live their daily life as they would on a planet. Living in quarters people have a daily routine of working and family/personal life. Some work in the engine rooms, others as a gunner, others trained troopers, but also more daily jobs like teachers for children of the crewmembers. In all aspects the Vindictea is a smallsized city in space. Ofcourse there are the imperial officers who were in charge of the ship. They communicate with their superiors in the known sectors but besides them there is a nobleman of the house Constantine. He and his family are the more social leaders of the people on board. He rules as a lord over the city, but works closely together with the officers on deck.

Marius and Suzann Tadleigh:Mutius is a middle-aged human. Trained since he was young to become an Intelligence Officer. His job was to advice his superiors on tactical aspects when engaging combat. Besides that he and his family have a long tradition of being involved in the Astral Knifes, A cult of assassins that operates in the void. They are like unseen guardians in the service of the captain of a ship to eliminate possible threats on board. Suzann is a young tech-priest. She hasn’t replaced many parts of her body with bionics yet. She and Marius met on board another ship and served together through several battles. When the friend of Marius, Lord Constantine asked him to come with him on his journey to the outer rim he and his wife signed on. They wanted a more quiet life where they could improve their skills and this voyage would be a good stepping stone to a more promising career for Suzann. Not long after they started the expedition Suzann got pregnant.

http://fc08.deviantart.net/fs71/f/2011/156/6/e/assassin_by_michelle84-d3i5gwn.jpg http://oi59.tinypic.com/2dua4w2.jpg


Astral Knifes
You can find their information in the Inquisitor’s Handbook

Jonah

http://img3.wikia.nocookie.net/__cb20120923054425/warhammer40k/images/d/d0/Imperial_Guard_Soldier_vigilant.jpg

Jonah was the son of a solder of the imperial guard sent with the Vindictea. Jonah was born 6 years before Arue and got a standard military training like his father. He was a simple man, not remarkable, but an extremely well-meaning individual. He serves as a trooper during his time on the Optima Vindictea until his untimely death at the age of 28 years during the battle for the noble’s gate, leaving behind his wife and daughter.

Suzanna Johanna Tadleigh

http://fc03.deviantart.net/fs70/i/2011/212/c/7/memory_by_a6a7-d42afwp.jpg

Suzanna is born aboard the Vindicta Civitatis. She is a playfull child like mer mother was. When they get rescued from the wreckage she is 6 years old. Suzanna is strong like her father but does not has her mother’s intellect. She is rather clumsy but well-hearted.

Background Story


Life on the Vindictea (Age 0-12)
Arue is born and grows up aboard the Vindictea. Born blind at one eye, her mother as a tech-priest makes her a bionical eye. This makes one of her eyes a little green and the other brown. She learns to walk at young age and by the time she is four you can find her running around through the corridors, jumping, sliding and tumbling around. She is always alone though, enjoying reading books or solving puzzles as her hobbies something she will her entire life. Her parents work a lot, her father is sometimes not home for days and her mother supervises several teams in the engine room. This makes Arue very self-dependent, but also not really accustomed to people and social interaction. She also enjoyed tinkering items her mother brings home for her. Arue loved stories about the Emperor and his great deeds, seeding her dream to become someone who matters when she would get older. When her parents see she was such a promising child, they start putting more effort in her education. She learns more about tech-use and her father teaches her how to use weapons and prepares her for a life in the known world. Arue enjoys shooting practice and she is good at it, beating her father, a trained soldier, at it when she is 12 years old.

http://www.dailygalaxy.com/photos/uncategorized/2009/03/09/bioniceye.jpg

The Vindictea’s mission is to suppress a secessionist uprising on several frontier worlds in the north-east of the Calixis sector. It is sent with a squadron of raiders and Pilgrim Class Transports to suppress this uprising and bring them back under imperial rule. The trip takes much longer than expected and eventually the ship finds itself in a warp storm. The ship is torn apart and disappears in the warp, popping out in an unknown location in space. The ship is so severely damaged that it is unable to fly anymore. Also a big part of the crew is assumed dead because most of the engine and fire batteries are ripped off during the storm.
During the warpstorm Arue loses her mother when she was working in the engine rooms. Her father serves theofficers and Lord Constantine while they think of a plan to keep everyone alive. Some people naturally turn to the officers and the noble, others try to take control themselves. They don’t live long thanks to Marius who is more grim and merciless than before due to the loss of his wife. This is also the time, Arue gets indoctrinated with her father’s fanatical believes. All who oppose the Emperor deserve to die. It doesn’t last long before order is restored and people get used to the new situation. No communication with the outside world, no clue where in space they are and just relying on eachother to survive. This all changed when the war started.

The War (age 12-14)
It is unclear how this war started, but the situation is dire. Half the crew is turned against the other, claiming the officers and nobleman steered them into the warpstorm on purpose because they betrayed the emperor. A ruthless civil war follows, tearing families apart. As many young adults and even children, Arue fights alongside the troopers that chose the side of the nobleman and the officers. Because she is still small she isn’t found in the frontlines often but sees her fair share of combat, death and disaster. Marius has other plans for Arue during this war and uses her to find out who is the enemy. Arue manages extremely well to play a role like her father taught her. She exposes families that turned against them or manages to eliminate threats herself. At this point of life she blindly follows her father’s orders and doesn’t see her enemy as people, but as things that must be destroyed to ensure safety for herself and others.

http://www.fantasyflightgames.com/ffg_content/only-war/news/final-testament/preview-1/the-night-path.png

After two years the side of the nobleman wins, and they discover it had been xeno lies that turned the other side against them. Most of the separatist get executed and Arue watches, proud of that is has also her doing that thousands of traitors get purged together with the aliens who manipulated them into betraying them and the Emperor.

City of Vengeance (Age 14-18)
The war is over and the ship that is more like a ‘city’ is renamed ‘Vindicta Civitatis’. However evil always lurks and seeing his daughter having so much potential, Marius subdues her to more training. Although she enjoys improving herself and testing her skills she also gets older and starts to question the stability of her father. As any teenager she is finding out who she is and wants to be, questioning her own identity and the authority of others. Over the years Marius seems to have processed his grief and becomes a calmer man. Marius and Arue get closer as she grows older until the point Marius gets ready to pass along his heritage of being a member of The Astral Knifes a secret organization of assassins working behind the scenes to secure safety for those who are true subjects of the Emperor.

The Astral Knifes and the Chaos Rebellion(age 18-24}
Arue is eighteen when she’s introduced to the cult of The Astral Knifes. She is trained in the art of killing, infiltrating, hiding in plain sight and many more skills she already applied when serving her father during The War. Now when she is older she found a balance between her morals and how she is raised. She is still very strict and fanatic in her way of thinking and proves her worth by bringing down the wrath of the emperor on those her superiors deems deserving.
And many people deserved it as after so many years drifting in space they turn to ways to get an answer to their demise. Many follow preachers who raise people to turn to chaos as a means to find a way to turn away their frustration. The Astral Knifes have their hands full with searching those heretics and eliminating them. Arue as a successful agent gets a lot of credit from her officers and the nobleman. Also she meets a man called Jonah. He and Arue work together on several missions and when the first small threat starts to spread under the people of the Vindicta they grow very fond of eachother. By the age of 22 she marries him.

http://i8.photobucket.com/albums/a28/melissiablackheart/Agent.jpg

The so called Chaos Uprising lasts for two year and takes countless lives. Arue manages to stay away as much as she can from dangerous situation because soon after she got married she got pregnant. Jonah serves as a trooper fighting of the Chaos Separatists. At the start of the second year of the Chaos Uprising, Arue gives birth to a girl she names Suzanne after her mother. After almost two years just a few hundred still stood by the side of the Nobleman and his officers and only one sector of the ‘city’ was in the hands of the Imperial forces. Although the only future at this moment is an inevitable death by those who have fallen to chaos, she still somehow believes that she should not abandon hope. The Emperor of her mother’s stories promised her a bright future as long she would remain loyal and so she did. A month before the uprising came to an end Jonah gets killed in action, leaving Arue alone with Suzanne under her father’s care.

The Rescue and Inquisiton (age 24-29)
When all hope seems lost a squadron of Imperial fighters encounters the Vindicta Civitatis, immediately boarding it and swiping it clean of the several thousand traitors. Pretty much everone on board gets killed leaving only the few hundred loyalists. Because of her and her father’s service to the Constantine Noble they get shipped with him to his homeplanet in the Calixis sector. There she and her father are housed close to the nobleman who likes having such skilled and trusted agents around. The nobleman even pulls some strings to get Arue further training under the supervision of an operative of an inquisitor and thus starting her career her father hoped for her.
When a relative of the nobleman gets killed. Arue immediately gets called to find out who is responsible and take revenge.


Personality

Primary Motivation – Honor/Destruction/Service Arue has one goal in life; to ensure a safe future for herself, her daughter and everyone in the Imperium. This can only be achieved by purging everything AND everyone opposing the Emperor. She has always served a higher more experienced authority and dedicates her life to serve the emperor in any way she can.

Emotional Disposition –Contemptuous/Joyful Arue is in some way very naive because she lived all this time away from normal society. She is however very certain of what she knows and is calculating, fast judgemental and denigrating to anything she deems unworthy of the Emperor’s mercy. However she is also joyful and has a very bright outlook on the future because she believes things will get better. She enjoys work, her personal life and getting to know the Imperium.

Outlook – Optimistic She is used to this idea of the Emperor being a god and his creed being the highest purpose. She imagines herself being in some sort of utopia in the making, but only knows the word through stories and she is disappointed by the reality of things. This makes her very fanatic in her ways of making the world a better place and believes that the world at this point cannot grow darker so the only thing that can happing is things getting better.

Integrity - Conscientious Responsibility and pragmatism are things Arue values a lot. You could almost say she is neurotic in her way of handling things, but it is her way to handle with this new world. She feels responsible for her family and doing her job and purging those who threaten this utopia of her dreams is her way to contribute. She is truthful and may say the most ironic things without even being sarcastic.

Impulsiveness - Controlled She is steady and focused. She is smart enough to know not to let all these new things get the better of her. She would never show that she is easily startled and always appears to be in control, although she doesn’t always succeed in social situations.

Flexibility – Stubborn Used to her way of life and the doctrine of her cult, she is very conservative. She would never question authority, since she trusts people in charge deserve to be there and will carry out the will of the emperor.

Affinity – Warm Arue is a mother and at heart a caring person. She however has no pity for those who oppose the Imperium. She has a hard time making friends, but is very open to it due to her warm nature. Her awkwardness and extremist ways make it hard to really let people get close to her.

Comportment – Agreeable From herself she is modest and friendly, although always in a weird manner. She however can be very cold when it comes to topics or people she sees as bad or as heretical. She also looks down on people she sees as ignorant or not smart enough to understand the greater good.

Interactivity – Reserved Arue is very reserved, she can be talkative when it comes to work, weapons or the imperium. For the rest she is socially a little awkward and her lack of common sense about daily life in the imperium or on planets for that matter makes her more introvert

Disclosure – Secretive As a member of the Astral Knifes she is very secretive about her personal life and about her connections and involvement in pretty much anything. However she likes to talk about personal things as long it is not a sensitive topic and can, how strange this might be for a trained assassin, easily persuaded to talk about a lot of things
Religion and Spirituality
Adherence – Arthodox/Adherent There is only the emperor and his will. Anyone who doesn’t obey doesn’t deserve to live since they antagonize the utopia Arue is trying to achieve.
Tolerance – Intolerant As said Arue won’t hesitate to take you down if she was certain you oppose the Emperor. She is judgmental and aggressive in her way she handles with people who are not thinking the way she does.

Quirks, Habits and Oddities
Fingernail Biting
Talking to herself
Collects Odd things
Disassembling and assembling weapons
Superstitious

Hobbies and Enjoyments
Gaming (Puzzles)
Combat Competition
Reading
Tinkering (Tech)

Favorite topics of Conversation
Religion (The Emperor)
Work
The Imperium
Family


Campaign Fluff


How did you meet your inquisitor?
Arue never met Ahmazzi in person, but she has great respect for him, although his Ordo is the one she knows very little about. His believes are also pretty much the opposit of what Arue believes. She thinks the Emperor is a god and watches over mankind and that once more the human race will flourish as long mankind will remain loyal to him. Ahmazzi is clearly a dying man and his age is taking its toll on him. She trusts in his experience and expertise, but also thinks his time as inquisitor is over.

What does the Inquisition mean to you?
The inquisition on its own is in Arue's eyes the highest authority she would answer to (second to the Emperor ofcourse) She fits best with the ideas of the Ordo Hereticus and Xeno seeing her past. An inquisitor is like the right hand of the Emperor God and should be adressed as such.

What will you sacrifice?
If she must my life provided it is to protect the Imperial Law and ensure a bright future for my child. Yes she would sacrifice countless lifes for the greater good of mankind and will do it without a moment of hesitation.

What do you desire?
Arue desire a romantic future for those who deserve it (everyone loyal to the Emperor). In fact she desires a calm and peacefull life with her daughter, although that is impossible from her point of view in the current state the universe is. So she will fight and try to climb the ranks to a position in which she can actually make a difference in this world.

What do you hate?
Xeno's, Heretics and anyone who questiones the Emperor. She will not use violence to anyone who is just not in line with her believes, but she certainly not value their lifes. Personally she hates everyone who disrespects the greater good and acts selfishly.





WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL


36
44
26
37
34
32
34
32
34




Wounds
10/10


Fate Points
3/3


Insanity Points
0


Corruption Points
5


Fatigue Points
0



Skills, Talents and Traits

Basic Skills:



Skill Name
Char
Skilled
+10
+20
Description


Awareness
Per
X





Barter
Fel






Carouse
Tou






Charm
Fel






Command
Fel






Ciphers (Astral Knifes)
Int
X





Contortionist
Agi






Deceive
Fel
X





Disguise
Fel






Dodge
Agi
X





Evaluate
Int






Forbidden Lore (Warp)
Int






Gamble
Int






Inquiry
Fel






Intimidate
Str






Logic
Int






Navigation (Stellar)
Int






Pilot (spacecraft)
Agi






Scale Sheer Surface
Str






Scrutiny
Per






Search
Per






Silent Move
Agi
X





Speak (Low Gothic)
Int
X





Swim
Str






Tech Use
Int









Talent Name
Description


Melee Weapons Training (Primitive)
Can Use primitive weapons without penalty.


Pistol Weapon Training (Las)
Can use Las pistols without penalty.


Pistol Weapon Training (SP)
Can use Solid Projectile Pistols without penalty


Basic Weapon Training(SP)
Can use Solid Projectile Basic weapons without penalty


Ambidextrious
You do not get the -20 for attacking with your secondary weapon.





Trait Name
Description


Charmed
When you use a fate Point (Not burn one) roll a d10. On a natural 9 you regain the Fate Point.


Ill-Omened
You take a -5 penalty on all Fellowship tests made to interract with non-void born humans


Shipwise
Navigation (Stellar)(int) and Pilot (spacecraft)(agi) are basic skills for you.


Void Accustomed
You are immune to space travel sickness. In addition, zeo- or low-gravity enviroments are not considered Difficult Terrain for you



Armoury, Belongings and Wealth




Armour Name
Head
Body
Arms
Legs


Light Flak Coat
0
2
2
2






Weapon
Class
Damage
Type
Pen
Special


Sword
melee
1d10
R
0
Balanced, Primitive


Knife
melee
1d5
R
0
Primitive




Missile Weapons


Weapon
Class
Damage
Type
Pen
Range
ROF
Clip
Reload
Special


Hunting Rifle
Basic
1d10+3
I
5
150m
S/-/-
20
Full
Accurate


Las Pistol
Pistol
1d10+2
E
0
30m
S/-/-
30
Full
Reliable





Upgrades
Description


Silencer
Awareness tests to hear shots made with a silenced weapon, suffer an additional -20 penalty and can only be detected on half the normal distance for detecting gunshots.


Telescope Sight
Ignores penalties for long and extreme long range as long you take a full round to aim.





Weapon Quality
Description


Primitive
Stuff i still need to look up


Accurate
Stuff i still need to look up


Reliable
Stuff i still need to look up


Balanced
Stuff i still need to look up







Item Name
Description


Charm
-


Black Bodyglove
-






Thrones
Base Income
level Increase


14
120
12

Cilvyn
2014-08-28, 03:33 PM
Sister Lucrezia "Lucia" Defiore


http://cdn.obsidianportal.com/images/238873/53788_md-Artwork__Black_And_White__Sisters_Of_Battle__Warha mmer_40_000.jpg

"Heretics... I HATE heretics..."



Name
Lucrezia Iona Nathalia Defiore


Homeworld
ShrineWorld


Career
Sister Hospitaller


Rank
1




Divination
"The only fear is dying with your duty not done"



Appearance



http://cs616428.vk.me/v616428609/1dd4b/7-qtr0mJ1rs.jpg



Gender
Female


Age
20


Skin
Light


Eyes
Bright Green


Hair
Short red/brown


Hight
1.70m


Weight
60kg


Built
Slim



Lucia is a beautiful girl with short reddish brown hair that comes to her shoulder. Her eyes are bright green and are deep, you could look in them for hours not knowing what goes on deep inside her. Her face is light and smooth except for a 'Fleur de Lille' tattoo under her left eye. She is average lenght although in her armour she is a little taller. her armour is red white and gray, the colours of the Sister Hispitallers. Wherever she comes people are amazed by her beauty and are full of respect for her and her order both adoring her and fearing her wrath for those who deserve it.

Background

Persons and places of Note

Mister B
Mister B is a servitor designed to teach, read stories and be a company to children. He is mostly machine and actually a very gentle being that follows orders and has bedtime stories, educative puzzles, language lessons and much, much more interesting tools. Mister B is the companion of Lucia during her childhood

http://www.gamer.ru/system/attached_images/images/000/199/320/normal/1274286686_x_d58cef46.jpg

’Lord and Lady’ Defiore
These extremely snobbish people think of themselves as nobles, but they are not. Misses Defiore spends most of her time in her time on masked balls, social meetings with high placed officials and if Lucia was a little older to understand what her mother did there she would be disgusted by her way of life. Her father is not better. He loves to put on quite the show so everyone will think he is of noble birth. He is extremely paranoia and even spends time in the archives to look for any clue he might be a noble relative.

Prof. Jane Claire
Jane is the teacher of Lucia and adores her. She likes how she is devoted to her work and she does what she can to keep her safe from bullies in school. Her high status at the ecclessiarchy makes that hse has quite some influence in the affairs of the charge and thus even on political areas. Her family has close ties with several institutes like several scholas and the Adepta Sororitas.

5th Company Captain Darius Dregon
Darius is a goodwilling captain of his company. When he fought the heresy uprising on the shrine world where Lucia lives. During the battle he is mostly found in the front lines with his men. He sees Lucia as a guardian angel and somehow looks up to her. He is touched by her dedication to his men and has strong feelings for her although he never expressed them

Shrine world Mak’ar
Mak’ar is an old shrine world dedicated to a very old saint. His temples and statues are mostly turned to flat rocks due to erosion. The planet itself has a warm climate and it’s inhabitants are ruled by some of the lower ecclessiarchy who are not in close contact with their superiors and most of the time do what they can to enrich themselves. No one actually gives a damn about the planet because its glory days are over.

Background Story


Early Life
Early Life
The twins Lucrezia and Elizabeth were born on the old shrine world Mak’ar. Her parents were very happy with the two girls, although over the years they became more and more obsessed with their lives as ‘nobles’. When the twins were 2 years old, their parents came home, drugged and drunk, and accidentally killed Elizabeth as they ran over her with their car. From that point Lucrezia's father and mother seemed to not care about her, although she was too young to understand that they felt too guilty to actually care for her. Her parents mostly leave her to the care of maids and the servitor named Mister B. Lucia was a very bright and playful child and she loved to play in her mansion's garden; Mister B was always at her side and altough he was more machine than anything else Lucia felt very he was very close, somehow replacing her lost sister. One day Lucia accidentally triggered something in the servitor to make him tell old stories about the Emperor and His great deeds: from that point He started to play a huge role in her life, and she let mister B repeatedly tell her stories about this godlike figure.
For her the Emperor was a friend far away across the stars on a place called Holy Terra, and despite the distance he was always with her in her heart and understood her anger and sorrow. As a little girl she made an altar dedicated to him, picking flowers and keeping on it her most beloved items and her doll, the only real thing of her sister's she had left. She prayed every day to the Emperor and her sister who had to be sitting at His side in that heavenly place called Holy Terra.

When she grew older her parents sent her to school to prepare her for the life as a noble, which they desperately tried to be. Knowing she had to do her best, because the Emperor was watching her and she wanted to be the best she could for her sister's sake, she became the top of her class. Being fluent in High and Low Gothic and scoring the best results she catched the eye of her teachers very quickly: it was clear that girl was destined for greater things. In class however she got bullied by the other kids, who thought she was a weird girl with her imaginary friend, her constant praying to the Emperor and her complete devotion to her grades. Her professor Jane protected the young girl as much as she could and helped her with more advanced teachings.
One night Jane came to her and told Lucia to come with her: there are bad news, her father had murderer her mother. The exact details always remained unknown to her, but it appeared to be some sort of ritual. (In fact he got tainted by chaos a while back due to his lavish lifestyle and tried to make a dark pact to finally become what he always wanted to be: a real noble.)

As the investigation started Jane took Lucia underground, knowing what would have happened if they discovered that the two heretics had a daughter. Lucia, who was 12 years old at the time, started living with her teacher, studying at home for the following 4 years.
Meanwhile outside in the world things change radically: the lower Ecclesiarchy overthrew their superiors on the planet, laid hold on their treasury and started to terrorize the population in the name of Mak’ar. Things got out of hand when they even started to worship the saint as a god and perform dark magics to ensure their power over the struggling citizens. This was a rather slow progress however and by the time Lucia was 16 there was no real threat yet.

Adeptus Sororitas
At the age of 13 her teacher and guardian Jane thought it was time to find a new future for the young Lucia: with her parents gone, she had nowhere to go to and Jane used her connections to get her into the Saint Celestine's Monastery where the girl began her training. She learned really fast, the only thing she was not good at being combat: she underwent extensive training and education in the traditions of the Adepta Sororitas. She blinkt uit in biology and medical classes and to her abbess it was clear what path Lucia would have followed after her initiation.

After a few years, just before she would be judged worthy to become a full member of the Sisterhood, things got out of hand on the planet. Chaos lurked for many years under the surface, mostly unnoticed by the common folk, and the worshipping of Mak’ar had reached extreme levels with the Ecclesiarchy openly revolting against their superiors in the sector, openly demanding a separate cult and no interference from the Imperium. Alistair could not let that be and did what he is known for; solving situations like that quickly and effectively. He sent his regiments to Mak’ar and a bloody civil war started.

The whole planet was subject to the war, everyone was on one side or another and fulfilling a role. There was no real front besides the exceptional confrontation between the Imperial Guard and the cultists, as most of the time it was guerilla war. Bombings, executions and minor conflicts occurred on daily basis. The Sisterhood too is drawn into the conflict, for they could not stand at the sideline in that world war, and at the age of 18 Lucia was assigned to the 5th company to serve as medical support.

War and Inquisition
In the 5th company she quickly became beloved by the men. During the day she tended to the wounded, giving a listening ear to the men who needed someone to talk to. In the evenings she sang for them, courageous songs about battle and victory. At night she watched over the wounded and dying. She became the 'Patron' of the company, and even the captain adored her and trusted her with his issues. You could often find her at the front lines when actual battles took place, as she knew she inspired the men and that her presence boosted their morale.


“Today an angel appeared to me. She had short red hair and wore the armour of a soldier. Her voice was bright and gave me courage. I heard she is the protector of the 5th and trusted companion of the captain. Just having her by my side took away my fear,, because I knew if I would die, I would die in the name of Emperor and his angel.”
- Jeremy Stronghold 3rd plt 4th cmp. Bl. W. Reg.

However she was not only a mascotte: she remained a sister still and the men knew heresy or cowardice would have not been tolerated. Lucia saw many of the guys she cared for die at the hands of heretics and she developed a deep hatred towards them, even more than her Adepta Sorotitas code dictates; over the years she matured enormously, remaining the angel-like beauty who strengthened the hearts of men, but also unforgiving towards those who abandoned the light of the Emperor. she spent most of the time in her medical tent: that was her territory and even the captain who frequently visited her took orders from her when wounded men came in by the dozens.
Once the war is over and the heretics are beaten, Lucia finally becomes a full fledged member of the Adepta Sororitas as a Sister Hospitaller for her outstanding work in the field. Not only were the guardsmen and the Adepta impressed by her undying spirit and devotion the the Imperium, but also some agents of the Inquisition came into contact with her. Lucia of course had no idea who they were, but once they showed her the holy symbol and asked her for her service, she didn't hesitate to bring the light of the Emperor where she was needed.





WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL



37
31
31
29
26
44
25
36
30





Wounds
11/11


Fate Points
3/3


Insanity Points
0


Corruption Points
0


Fatigue Points
0


Skills, Talents and Traits

Trained Skills:



Skill Name
Char
+10
+20
Description


Common Lore(Imperial Creed)
Int


Knowledge of the rites and practices of the Imperial Cult, the most common obvervances to the Emperor and the most well-known saints.


Common Lore(Ecclesiarchy)
Int


Understanding of the hierarchy of the Cult of the Emperor, its rankings, greetings and general practices.


Common Lore(Imperial Guard)
Int


Basic information about the ranking system, logistics and structure of the Imperial Guard as well as such things as their common practices, both tactical and strategic.


Literacy
Int


The fact that you can read the languages you speak. A test will mostly be asked for when reading dialects or complicated texts or poor penmanship.



Medicae
Int
Yes

First Aid: Test removes 1+Int modifier to lightly wounded patients. 2 from Heavily- and Critically Wounded (See Master Chirurcheon Talent). Failure does nothing. ail by 3 degree means 1 damage to the patient and patient on 0 wounds must take a Toughness Test not to die.
Extended Care: Can treat number of patients equal to Int Mod. Test once at the end of each week. on success remove twice the damage+1 damage for each degree of success. They Take 1 damage by 3 degree of failure or die if they have 0 wounds. 5 degrees is 1d10 damage of die if they are on 0 wounds


Performer (Singer)
Fel


Charming performance (a difficult -10 check) can be taken in stead of a Charm check to to win round yuor audience, causing them to respond more favourably to you
Entrailing Performance (Difficult -10 check) can be taken in stead of Blather and distract your audience for a moment.
A performer test van be a various amount of things, dinging songs, citing poems or even an opera.


Speak(Low Gothic)
Int


You can speak the common tongue used in the whole Imperium.


Speak(High Gothic)
Int


You can speak the language used by the nobility, law and Ecclesiarchy liturgy.


Talents


Talent Name
Description


Basic Weapon Training(SP)
Can use Basic SP Weapons without Penalties


Melee Weapon Training (Primitive)
Can use Primitive Melee Weapons without penalties


Pistol Weapon Training (SP)
Can use SP Pistols without Penalties


Insanely Faithful
To determine the effect of shock. You may roll twice and take the better result


Hatred (Heretics)
When fighting heretics you gain a +10 to all Weapon Skill Tests made to attack them


Peer (Imperial Guard)
You gain a +10 to Fellowship Tests when interacting with the persons of the Imperial Guards


Master Chirurcheon
You gain +10 to all medicae tests. In adition when treating Heavily or Critical Wounds, a successful Test heals 2 Wounds instead of 1. If the patient is in dnger of losing a limb from Critical Hits, you also provide him with a +20 bonus to Toughness tests to resist limb loss


Traits


Trait Name
Description


The Power of Hate
The character gains the Hatred (Heretics) Talent or the Insanely Faithful Talent


Supplicant
When faced with direct challenges to the underlying tenets of the Imperial faith (whether these take the form of mockery, reasoned debate or gentle criticism) the character reacts violently. He may take a Willpower Test to suppress these violent urges, modifi ed by the provocation and the consequences (set by the GM) of succumbing to his anger.


Bought Advances

Sister Hospitaller
[300] Master Chirucheon
Rank 1 Adept
[100] +5 Intelligence


Armoury, Belongings and Wealth

Armour



Armour Name
Head
Body
Arms
Legs


Hospitaller Carapace
4
5
5
5




Special Qualities
Description


Hospitaller Carapace
In addition to its protective qualities, the hooded habit is often coated in incense and unguents and the rest of the armour is sealed and treated against toxins. This grants the wearer a +20 to resist toxins or diseases that do not penetrate the armour (such as a poison dart) and a +10 on any Fear Test with an olfactory component (such as rotting bodies). The helm incorporates a re-breather.



Weapons

Missile Weapons


Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip 1
Clip 2
Clip 3


Stub Revolver
Pistol
1d10+3 I
0
30m
S/-/-
6
2Full
6/6 Bullets
6/6 Manstopper Bullets
6/6 Manstopper Bullets





Weapon Upgrade
Description


Fire Selector
Up to 3 additional clips can be added to the weapon





Weapon Quality
Description


Reliable
-


Manstopper Bullets
Adds 3 penetration



Other Belongings




Ammunition
Amount


Bullets
12


Manstopper Bullets
6




Item Name
Description


Hospitaller Medicae Kit
The Hospitaller Medicae Tools count as a medkit, 2 doses of De-tox, and 2 doses of Stimm. In addition the Sister Hospitaller may amputate a damage limb (or what remains) and inject a cocktail of drugs that provide succour and cauterises the wound. The amputation is a Hard (-10) Medicae Test. If successful the patient is missing the limb but removes all other effects caused by damage to the limb, including Fatigue, Blood Loss and (per GM discretion) heals 1d5 wounds suffered in the loss of the limb


Chaplet Ecclesiasticus
Every member of the Adepta Sororitas carries a Chaplet Ecclesiasticus either around her neck or her waist. Each adamantium bead serves as a reminder of an act of penitence, but in the case of very experienced Sisters each bead could represent many more such acts. A Sister who openly displays her Chaplet Ecclesiasticus may re-roll any failed Charm Tests made against members of the Ecclesiarchy who are of equal or lower status (as determined by the GM).


Ring of Suffrage
Designed to cause minor discomfort when twisted, the ring of suffrage is treated as a charm


Rule of the Sororitas
-


Wealth



Thrones
Income
Level Increase


41
70
7

Cilvyn
2015-05-20, 07:53 AM
Lady Vess


http://works.drawcrowd.com/assets/images/images/000/010/743/medium/lara_by_gerryarthur-d6wy0y2.jpg?1403096506

"It's not about what you can do with money, it's about what money can do with people"



Name
Ruth Theresia Vess


Homeworld
Noble Born


Career
Rogue Trader


Rank
2


Birthright
Vaunted


Lure of the Void
Tainted


Trails and Travails
High Vendetta


Motivation
Pride



Appearance



https://s-media-cache-ak0.pinimg.com/736x/67/48/a4/6748a466c34018e502772b297caacbfd.jpg



Ruth stands about 5’9 (1.74m) tall and is always dressed in very fine clothes. She is not particularly beautiful. She has relatively large teeth and piercing blue eyes that look at you patronizing. Her body is tender. Her arms and legs even look fragile, although she is most of the time dressed in non-revealing clothes and you would not see much of her body anyway. Ruth likes fashionable clothes and always wears gloves at any time. Her dirty blonde hair is pretty much always pinned up and she wears extensive decorations in it. Ruth’s appearance does evoke a certain amount of awe for there is a clear air of authority around her. Although she has a small body, she knows how move and even cast a figurative shadow on those who tower above her.




Gender
Female


Age
31


Skin
Fair


Eyes
Grey Blue


Hair
Blonde


Hight
1.78m


Weight
70kg


Built
Slim



Background

Persons and things of Note


Lord and Lady Vess
Lord Vess is a full-lenght nobleman and marries at older age a younger beautiful woman. He is everything you expect a high placed noble to be and more. A cold and experienced business, but a warm father. A little disappointed when his wife bears a daughter, but still happy to be blessed with children at his age, he treats Ruth well. Even more happy he gets when it becomes clear the girl carries his resemblance in personality. He makes sure she gets the best education and takes her with him on business trips and kid-friendly parties. Ruphus and Ruth drift apart when Ruth gets older and is discovers her own path. Eventually after Ruths deformation he sees her as a disgrace to his family and sends her away, only his wife can convince him to let her go empty handed as she is still his only child and therefore heir to his dynasty.

Tyrean Vess Sr. and Tyrean Jr.
The younger brother of Ruphus and second in command of the company. He obeys his older brother, but envies his position and success. He would rather be the head of the company and does not like Ruth becoming a suitable successor of her father. When Ruth is older he becomes her biggest rival placing his own son in command of the company although he himself is in fact the shadowking. This makes it quite confusing for they both use the same name.

The relationship with Ruth was never quite good, although Ruth liked her cousin. She has the idea that he is not happy with his new post and does it under the influence of his father. If this is true is unknown.

http://vignette2.wikia.nocookie.net/warhammer40k/images/c/c3/RT_Merchant_Prince.jpg/revision/latest?cb=20130313235522

Vess&Co Cartel
I will give it a name the DM thinks is suitable
This trading cartel focusses on shipping orders throughout the sector, mostly luxury goods and harder to come by materials. This is all above ground and the people who can affort it, thankfully make use of the Vess company. Underground though this cartel trades in forbidden xenotech and specializes in exotic beasts for the Mago Biologus or noble bloodsport arenas. The Vess family is there for well-known and respected, always making business deals of the books with other families on parties.

The comapny expands to several planets and trade routes the company uses and does business with. The amount of planets varies from time to time as the competition is fierce and frequently it happens a rival claims a world to fall under their trade empire. The Vess family protect their interrests with force and diplomacy in which they both succeed quite often.

After the split the allegiance of most planets are unclear, for the company itself is torn apart and both endeavor to win them over to their side. Ruth uses any means necassary to restore her powerbase and bring business allies over to her side, even if this calls for millitary intervention. She is determined to avenge her uncle's betrayal and restoring her father's lifework and pass it on to her children.

Miriam Renegal & Jeremy Olux
Miriam and Jeremy are the two close friends on Ruth during her teen years. They are both the children of wealthy families and are in that aspect on the same level as Ruth. Jeremy being four years older than Ruth and Miriam two makes her the youngest of this close group, but is actually the one taking initiative. Jeremy likes her Ruth but knows better than to admit his crush to this girl. Miriam and Jeremy too are destined to play a important role when the new generation will come to age and in the future they might still be friends, who knows, alot can change in 15 years.

Background Story

Childhood (1-12)
Ruth grew up in all the riches the life of a noble has to offer. The best food, the finest clothes, all the toys she desires and many things more common people cannot even dream of. She is a smart child, but lazy, since she never has to work for anything and just has to mention it to get it. Her teachers have a hard time with her because she is bright but refuses to work. This changes when she reaches the age of 10 and her father takes her on business trips more often and she sees what her future holds for her. She becomes interested in mathematics, diplomacy and enjoys her father bargaining to get the best deals, manipulating his opponents by using the right leverage.

At school she is not a bully, but the other kids keep their distance from her, knowing who she is and told by their parents not to cause any trouble for they know how fond her father is of Ruth. She grows into a person used to be alone and learns to get the highest profit out of even the hardest situations.

All the riches in the World (12-18)
During her adolescence Ruth as any smart child thinks she knows what is best for herself. Her father is more often away and her mother, relatively young cannot keep her high-spirited daughter under control. Ruth does as she pleases, using all the riches that are available to her. Having access to her father’s thrones, she is fairly self-dependent and uses her riches to get things done. Ruth enjoys doing business and at young age already knows where to get things. People come to her if they want something and Ruth is the person who can get it for you. The older she gets the more she wants to do things herself, not relying only on her families wealth she tries to make profit by herself. It is interesting what you can do with money, and what people are prepared to do for it.

During this time she gets a lot of young people her age against her, for not only being successful, but also arrogant. She is not someone people want to be friends with, but if you aren’t you’re also against her and that means Ruth won’t care if you’ll be put in harm’s way. It happens many time other people get in trouble for the things Ruth did. She knows how to take advantage of the situation and other people’s moments of weakness. Not that she is a sadistic person, it is strictly business to her and she will only do this to the people who openly show they dislike her. This however will have effect on the rest of her life, since these rivalries and grudges others hold against her are not long satisfied.

Darker times(18-24)
After her education and when she reaches the age of adulthood, Ruth travels a lot with her father and uncle who work very close together in the company getting to know the business, the people and how to run the company. She becomes an even more competitive and ruthless person than her father. Not accepting no for an answer and living for the thrill of winning. She likes taking initiative and she gains quite some respect from the crew and the frequent business partners of the Vess Family.

After two years something happens to her. It might be the xenotech, it might be something else, but one morning her hands do not look the same and over the days they deform even more into vicious claws. From that moment she starts wearing gloves, but her deformation cannot remain hidden forever. Her father quickly finds out and sends her away.

Alone and shut off from her family and the life she was so enjoying she stays on a planet and drinks away her troubles spiraling down, she earns her money with gambling which she is very good at. She knows how to play her opponent as she has learned during her time with one of the most successful merchants of the sector, her father. It goes from bad to worse and Ruth starts using weird narcotics and excessive drinking to not feel reality.

Eventually after two years her mother find her on the Emperor-forsaken planet. She brings news that her father is ill and she needs Ruth to come home. He is an old man and even though he sees Ruth as a disgrace for his bloodline she is his only heir and still is respected by the merchants of the company and the business partners. Ruth makes radical change in her life. It takes her a year to sober up and get back on track.

Rogue Trader(24-30)
Ruth does not directly take over from her father, but gets a ship and will have to build a reputation for herself. She emerges to a very successful merchant however, excelling in forbidden trade. She loves competition and winning but also has to prove herself and that she does. She does not shy away from confrontation with competitors, but does respect the position of planets and its inhabitants as long they do not openly work against her. This makes her most of the time a welcome trader when she gets in orbit of one of the planet of the sector to do business. When her ship encounters a rival things frequently get violent, although Ruth prefers to beat her rivals by doing business. She does not like direct confrontation, although she sees how force can be a strong motivator. She tries to live by the code her father lived by which granted him his reputation. Ruth likes working out her business plan carefully, and knows how valuable information is. She pays well for it because she know that knowledge is power. Even the strongest can be beaten by someone who did their homework and knows the weaknesses of their enemies.

After a few years her father passes away and Ruth wants to take over the company. There is one problem and that is her uncle. The brother of her father does not see his niece fit to run the company his brother built. He manages to convince the most influential merchants of the company to make him head of the company. Ruth however still has many friends in the company and she splits off using whatever wealth her father leaves her to take whatever she can. Her mother manages to help her with this, but does not have enough power to make a stand against Ruth’s uncle.

Now (for eighteen months) Ruth, still the rightful heir of the Vess family, travels with her ship in the sector, fighting her uncle for the ownership of the company and making a name for herself.


Personality


Primary Motivation:
Acquisition – To obtain possessions/wealth
Thrones is what gives you status, respect. Money and force get things done, the latter mostly buyable with the first. Most of all she wants her uncles company, which should be rightfully hers. She is not as wealthy as she was before because she inherited just a small fragment of the company, but managed to get the warrant of trade from her father and therefor is able to call herself Rogue Trader. She needs profit to regain what is hers, but although this utter need to win she also enjoyes it immensely.

Power – To control and lead others
Power is not only being superiour to someone else, it can also mean controling the situation. Planning ahead, preparing yourself for what is to come and therefore thriomph in the battles you fight. These can means actuall battles, although Ruth hasn't experienced alot of combat herself, she sees bargaining and market competition as a battle as well. Making sure you outwit your competition and feeling the adrenaline rush through your body when you feel there is no way you can lose anymore, that is what makes you feel alive and powerful

Recognition – To gain approval, social status, or fame
In the end everything you do has a reason, for Ruth this is, whether she wants to or not, to gain approval. She needs to reclaim the support of the business partners of her father, she needs to regain the support of the merchants follwoing her uncle and she needs to make her father proud.

Core Traits
Outlook – Optimistic, confident, cynical
Ruth's past is not bright and the situation Ruth is in now is not much better, although she is sure the future will be bright. She enjoys life as much as she can, but somehow it feels unfair when yo ushould have what you deserve and someone else ran off with it. Her own capabilities, however makes her very confident and certain that she will win in the end. She is young and smart and was trained by the best. She dreams of restoring the company and being able to pass it along to her children in one piece.

Integrity – Manipulative, pragmatic,
Information is save with Ruth and information is something that is worth more than all the money in the universe. Her information is not for sale, but she very much likes to buy those of others and use it to her own advantage. She does not see herself as simply better than the rest, but to be fair, there is a reason why she is more succesful than others. She does not care about the weaker minded, not that she does not care about their well-being, but there is no challenge in dealing with them, unless you need something you cannot buy.

Boldness – Paranoid.
Ruth seems very certain and confident about what she is doing, but in fact she does not always know what the outcome of her actions will be. She knows she has many flaws and her enemies outnumber her friends. This makes her always wary of new people, can they be trusted, are they working with her competitors, are her current friends still loyal to her?

Impulsiveness – Thoughtful, Steady, Focused
Ruth overthinks her actions and seeks council with those she trusts. It is not a sign of weakness to ask for help, it is a strenght for two minds are stronger than one. She won't take advantage of friends, since she knows having allies is worth more than a one time profit. She won't backstab a proven loyal business partner/friend. She is focussed, giving all she got to reach her goals, because nothing less will get you where you want to be.

Flexibility – Relentless, Narrow-minded, comeptitive.
She is relentless when it comes to making decisions. She won't hesitate to take minor losses to eventually get the jackpot. She does not handle failure well failure, not from herself and not from others. Failure reminds her of her darker periods. She needs success to know she is worth it. Sacrifices have to be made when calculated into a plan to get back that you have sacrificed in tenfold.

Disclosure – Mysterious, Frank, Closed
There is not much known about Ruth and certainly not about her past. She keeps this information hidden as well and does not speak about it. She wears gloves and fine clothes and always presents herself as people see her; a successful businesswoman the rest is a mystery and she doesn't see the rumours spread by her competitors abot her as a bad thing. Infact most third parties treat her with even more respect than they would without those rumors flying around.

Secondary Traits

Habits and Hobbies – Facial Tics, Playing cards, Gambling, Drinking
Ruth has a occasional facial tic. She wuickly closes her eyes and moves her head to the side. This happens not so frequently, but it is noticable.
Her hobbies consist mostly about mindgames with something at stake. Gambling, card games are something she loves and is good at. Her history with drinking makes it hard for her to resist narcotics, but she tries not to do use any alcohol. Although she would love to, she knows it will make her mind weak and bad things happen when she does.
Ruth presents herself as a young woman who knows ettiquettes and manners. She is very aware of how important smalltalk is and how to be nonchalant and sociable with the right people. She also enjoys it, but it is always with a certain goal and she rather avoids meaningless conversation. As a rogue trader you have no real private life, besides the little time you can spend alone and this reflects in her personality.


Questions and Answers

sdfdfdsd






WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL



30
45
25
30
30
65
30
40
70





Wounds
9/9


Fate Points
4/4


Insanity Points
0


Corruption Points
1


Fatigue Points
0


Skills, Talents and Traits



Trained Skills:


Skill Name
Char
+10
+20
Description


Charm
Fel
X

The Explorer can use the Charm Skill to improve the disposition of others towards her, making a Charm Test whenever he wishes to change the minds of an individual or small group. She need not make a Charm Test each time she speaks with others in a pleasant manner, but only when she wishes to change their opinion, disposition, or convince them to do something. All Charm Tests are Opposed by Willpower and can affect a number of targets equal to the Explorer’s Fellowship Bonus. Her targets must be able to see and hear clearly, and share a common language.


Command
Fel
X

The Explorer utilizes the Command skill to both direct those under his authority and establish actions for groups to executeon command, such as bringing a ship to battle stations. This skill is only effective upon those under the Explorer’s authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual simply means that he does not follow the Explorer’s directions, though additional Degrees of Failure can indicate that individual accepts the task with no intention of actually doing it, or could even misinterpret the Degrees of Success or Failure will increase or decrease the time the orders, with three or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the and hear him, though this could be done remotely through a vox- or pict-caster, and use speak a common language. Skill Use: Half Action for simple commands, Full Action for more involved direction.


Commerce
Fel


The Explorer use the Commerce skill to build business ventures, negotiate contracts, and form trade networks. Commerce can be an Opposed Test, pitting the character’s Commerce Skill against one of several possibilities, depending on the situation at hand. For negotiations, the character Tests against her opponent’s Commerce Skill. If attempting to bilk an easy mark, it would be against the target’s Scrutiny Skill. It can also be a standard Skill Test, representing the knowledge of others acting specifically against the Explorer. Commerce is the main skill for utilising the Explorers’ Profit Factor to make Acquisitions (see page 271).


Common Lore (Imperium)
Int


Knowledge of the segmenta, sectors, and most well known worlds of the Imperium.


Common Lore (Rogue Trader)
Int


Understanding of the most famed Warrants of Trade, their bearers, and the vesselscarrying them throughout the Imperium..


Evaluate
Int


The Explorer can use Evaluate to determine the approximate value of an object or group of items. Thus, the Skill can be Success on the Evaluate Test reveals the item’s Availability Modifier (see page 272). Additional Degrees of Success will give additional information about the objects. A failure results in the miscalculation of an item’s true value, with the degree of error increasing with each Degree of Failure. The GM should roll Evaluate Tests and only reveal what the Explorer believes to be true. The difficulty of the Test should be adjusted for the Explorer’s access to the item and the time allowed by the seller. Using Evaluate on large cargoes requires an Extended Test, though the Explorer can appraise single items in about a minute. Additionally, Evaluate can be used at the GM’s discretion to assist with determining the requirements for Endeavours (see page 277).


Gamble
Int


The Explorer uses Gamble when participating in games of chance popular amongst both officers and crew of trader fleets. Each participant wagers an amount, though these are typically the same, and makes an Opposed Test with the Gamble Skill. The player with the most Degrees of Success or fewest Degrees of Failure wins the pot. The Explorer may choose to lose against any player with a worse result as part of a Deceive attempt. Those with both Skills may use Sleight of Hand instead of Gamble to hide cards or alter dice rolls. Success gives the character a +20 bonus to his tests, but four or more Degrees of Failure indicates he has been caught in the act. Skill Use: Full Action for an entire day of gaming.



Inquiry
Fel


The Explorer can use Inquiry to gain information by asking questions, through conversation or simple eavesdropping. Inquiry allows her to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill, allowing the Explorer to hunt after a particular item of information from either individuals or resources, such as the ship’s librarium. This use is virtually always an Extended Test, with Difficulty and Duration set by the GM. Additional information on Investigation can be found on page 264


Literacy
Int


You can read the languages you speak. A test will mostly be asked for when reading dialects or complicated texts or poor penmanship.


Scholastic Lore (Xeno)
Int


Knowledge of the minor and major alien species known to the Imperium, the threat they pose, and their general appearance.


Scholastic Lore (Astromancy)
Int


A knowledge of stars, singularities, and the worlds around them, as well as theoretical understanding of how to use telescopes, astrolithic charts, and the like.


Scholastic Lore (Imperial Warents)
Int


Information concerning the establishment, legal scope, and use of the warrants used to by Rogue Traders, as well as the most well known and dynastic warrants of the Imperium. (Page 85)


Secret Tongue (Rogue Trader)
Int


A prearranged series of code phrases and inflections intelligible only to those in the same vessel or fleet. Each trader eventually develops his own system of clandestine communication.


Speak(Low Gothic)
Int


You can speak the common tongue used in the whole Imperium.


Speak(Imperial Warrants)
Int


The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations.


Speak(Trader's Cant)
Int


Many Rogue Traders employ this language when dealing with their fellow traders, which allows for rapidfire negotiations and interchange.






Talents


Talent Name
Description
Source


Ambidextrious
This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The Explorer can use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10..
Bought


Air of Authority
The Explorer was born to command, either motivating or terrifying those under his charge. On a successful Command Test, the Explorer may affect a number of targets equal to 1d10 plus his Fellowship Bonus. This talent has no effect on hostile targets, and only affects NPCs.
Careerpath


Die Hard
Through either willpower or sheer stubbornness, the Explorer refuses to cross into shadow. When he suffers from blood loss, the character may roll twice to avoid death.
Tials and Travails


Decadence
Through conditioning or long years of abuse, the Explorer has built up a tolerance to many inebriants, drugs, and chemicals. When drinking alcohol or similar beverages, he does not pass out until he has failed a number of Toughness Tests equal to twice his Toughness Bonus. The character also gains a +10 bonus to resist the effects of addiction.
Birthright


Peer (Nobility)
She gains a +10 bonus to all Fellowship Tests when interacting with the group.
Homeworld


Peer (Mercantile)
She gains a +10 bonus to all Fellowship Tests when interacting with the group.
Homeworld


Pistol Weapon Training (Universal)
Can Use pistol weapons
Careerpath



Melee Weapon Training (Universal)
Can use Melee Weapons.
Careerpath




Traits


Trait Name
Description
Source


Etiquette
Nobles are schooled in how to comport themselves in all manner of formal situations. They gain a +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations
Homeworld


Mutant Clawed
Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the Natural Weapon Trait (either I or R damage).
Lure in to the Void


Legacy of Wealth
To be born an Imperial noble is to inherit a legacy of staggering wealth. Even a scorned scion enjoys access to resources beyond the wildest dreams of the toiling masses. This adds +1 to the group’s starting Profit Factor.
Homeworld


Supremely Connected
Nobles have extensive connections, they know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones. A starting noble born character begins play with the Peer (Nobility) Talent. Also, to reflect his family’s powerbase, he also gains one additional Peer from the following list: Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military, or Underworld.
Homeworld



Vendetta
Every noble house has its sworn enemies and rivals who would do it and its members harm. Even the protection of a Rogue Trader’s mission merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance. As a result, starting noble born characters have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to the player and the Game Master to define, working together to create a formidable threat. Whilst they do not dog the character’s steps at every turn, these enemies aim to inconvenience, harm, or kill him whenever he crosses their path. The noble character, of course, is free to return the favour when it’s expedient to do so.
Homeworld


Blood Will Have Blood
You gain your choice of the Die Hard or Paranoia Talent, and gain the Inquiry Skill (or, if you already possess it, increase it by one level).
Trails and Travails


Brook No Insult
You will allow no serious offence to your honour and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence. You may take a Willpower Test to avert this if you wish, modified by the provocation and the consequences (set by the GM) of succumbing to your rage.
Trails and Travails




Bought Advances

Spent Experience Points
4250/4500

Character Creation
[200] To select a mutation in stead of rolling. I chose Clawed (71-74)

Rogue Trader Advances
[100] Simple Intelligence
[250] Intermediate Intelligence
[500] Trained Intelligence
[750] Expert Intelligence
[100] Simple Charisma
[250] Intermediate Charisma
[500] Trained Charisma

Rank 1 Rogue Trader
[100] Charm
[100] Speak Language (Trader Cant)
[200] Ambidextrious
[100] Secret Tongue (Rogue Trader)
[100] Common Lore (Rogue Traders)

Rank 2 Rogue Trader
[200] Gamble
[200] Forbidden Lore (Xeno)
[200] Charm +10
[200] Command +10
[200] Scholastic Lore (Imperial Warrants)


Armoury, Belongings and Wealth

Armour



Armour Name
Head
Body
Arms
Legs


Enforcer Light Carapace
6
6
6
6




Special Qualities
Description


Best Craftmanship
+1 AP and half weight (7.5kg)



http://i.imgur.com/7Yz0hPR.png

Weapons

Missile Weapons


Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip
-


Plasma Pistol
Pistol
1d10+6 E
6
30m
S/2/-
6
3Full
6 Bullets







Weapon Quality
Description


Common-Craftsmanship
Cheap.. does nothing...




Other Belongings




Ammunition
Amount


Bullets
12





Item Name
Description


Micro Bead
A micro-bead or comm-bead is a short-range communication device worn in the ear, good for communication out to about one kilometre. Bad weather, dense terrain, and intervening rock or plasteel can greatly reduce this range, however.


Data-slate
Data-slates are commonplace in the Imperium, the primary means of storing and reading printed text and other media such as video or audio recordings. They are so cheap and easy to make that many contain a single media recording, such as text, and can only play that single file. Others can re record new information, or transmit and receive data from other devices.


Void Suit
These sealed suits are intended to preserve the wearer in the most hostile environments. A void suit incorporates a rebreather and allows the wearer to survive in vacuum. Many incorporate simple void-kits that include tether lines, voidsteel clamps, and similar small pieces of useful equipment. However, poor void suits may not adequately shield the wearer from the energies of the void over long periods of exposure, leading to sickness or death.


Wealth



Thrones
Income
Level Increase


-
-
-



Heraldry of House Vess


https://wingmind.files.wordpress.com/2015/05/wpid-img_20150526_091708.jpg

Cilvyn
2015-05-26, 05:37 PM
Ruth and Sha'draig Vra'elo

FIVE YEARS BEFORE THE ADVENTURE STARTS


Sha'draig Vra'elo
Sha'draig Vra'elo had managed to find the target of his bounty, though this was less a 'shoot/capture the man or woman who'd crossed the wrong sort of people' and 'find the reclusive genius'. He actually felt better over it. Sometimes the targets of a bounty truly did need removing from the universe, but at other times, they'd simply made the mistake of crossing the wrong people, or just being in the wrong place at the wrong time. The frontier world he'd been stranded on for too long was behind him now, his client having given him transport elsewhere in place of some of the thrones owed for the task. The space here was largely lawless and most pirates had accepted thrones as having at least some value, given how many humans and their markets were scattered in the region.

It was a far cry from the controlled tranquility of the Empire and the former Fire Warrior wondered, not for the first time, if he was somehow defective on a deep level for rejecting that life. Dark thoughts, and unhelpful ones and he subsumed them, turning his attention to the woman providing him transport. The Tau sat in civilian clothing, a high collared coat of modest design to fit his particular build. His armour wasn't completely removed, micro bead and translator unit connected to his ear so he could actually hold a conversation, even if frequent pauses were needed.

"Lady Ruth." Simple, to the point. "Thanks are given. That world was, not a pleasant environment." He nodded to her slightly, wary. He'd learned long ago that many humans would shoot him on sight and if not for a note of desperation, he might not have accepted her offer of transport. Still, it was done and if the crew turned on him there was little he could do.

So being polite to his host was only wise, and she seemed far more cultured then most of the humans he had met so far. "I hope the expert finds you what you needed. The man is a true talent in his field, albeit with the distracted air such genius tends to bring." A light, but warm smile, a practice taught by the Water caste to put conversation partners at ease.

Ruth
The expert was safely aboard the ship. Ruth would make sure he would not really be a prisoner as long as he cooperated to give her the information she needed. Threatening is not always the best way to get things done, so the man would have everything at his disposal except freedom, for now.

The man, or rather xeno.. for Ruth he wasn't really a man in that aspect although he was male. He was intelligent and somehow the mystery of another race appealed to her. He was not just another human and in some way not entirly Xeno which intrigued her. It made Ruth offer him a place aboard the <insert to be decided ship> since they were heading the same way anyway. It would give her a chance to learn more about the unknown

I hope so too and I thank you for your services. Is there anything else that should be arranged for your accomodation aboard the ship? Ruth hopes to hear there is. Not that she wants the blueskin to be inpolite, but it might give her a chance to learn more about him and his customs without explicitly asking for it.

The planet they are going would be another visit to an old friend of her father. Ruth hopes to get on a good foot with the old man to make that planet part of the trade route she wants to establish. An old man with interrest for xeno beasts, some more knowledge about her father's specialty wares would be most usefull. Hopefully the tau would feel comfortable enough to share his stories with her. Can I offer you something to drink? I don't need to be back on the bridge for now, so we might as well enjoy the time away from our duties right? She glanes over to a darkwooden shelf in her office. It has been a while since she tasted amasec, and it was probably unwise to take something now, but this sitting together with a tau was not something she would do on daily basis, so it called for s drink.

Sha'draig Vra'elo
He taps his fingers together in quiet thought. "I'd most ask how best to deal with your crew. I doubt you've got me here to have a number of small fights break out." He's well aware of the human distaste for his kind by now, and illogical as he finds it, debating the rationality won't stop a broken bottle or wooden bat from impacting his head.

"It's a touch unusual. You've given me passage, but I didn't expect to find my comfort important to you." He pauses. "It's appreciated, however. Aside from dealing with your crew, I can't think of so much. A view of the stars would be enjoyed, if you can arrange that. And a place near any gathering area for the crew."

He doubts he can just waltz out into a crowd, but being near a large number of people still feels right, somehow.

Sha'draig pauses thoughtfully as she makes the offer. Drinks can mean poison, but why use such a method when he's already on a ship she controls? He contests with a single nod. "I'd be grateful. I've learnt I can manage some of your food and drink without too much suffering." The faint glimmer of amusement shows as he settles in his seat somewhat. "I'm curious myself. Have you encountered others of my kind before?" The question is more than the curious enquiry it seems on the surface, he'd prefer to know if the Empire's envoys are nearby.

Ruth
Ruth smiles when she hears your request about a view on the stars. "The crew, most of them don't know about my personal affairs, like these. You might not know why I asked you get this expert to me and I imagine it was not even one of the hardest jobs you have accomplished, but this is purely personal business." She leaves out any details on purpose when she explains her side of the story. "I think it is wise if you remain close to me, if that would suit you as well." She pauses for a moment, stands up and walks to the shelf and takes out a crystal bottle and two glasses. "You are of course free to go where you please, but you're my personal guest and I would feel terrible if something would happen to you on my account. If you are confident you would be fine among the crew, I won't hold you back, but you are most welcome to remain close to the bridge and the less... hateful people on board" She pour two glasses, one a bit fuller than the other and hands the fullest one to you.

"I have met some of your kind before when I was younger. My father used to do business with them, been a long while though." Ruth raises her glass and takes a small sip. "I hope it is to your liking, I must admit I do not know what you normally drink. If you like to have something you are accustomed to, please let me know and I will make sure I will do my best to get it for you." She wants to make sure you feel welcome, and is aware of the danger she might have put you in. You can see that she does her best to make sure you feel at home.

Sha'draig Vra'elo
"it is indeed odd to have a non-human on board. I hope it will be a pleasant journey for the both of us. If I'm not too bold asking what is your business amongst us humans?"
He nods once, lightly, studying the amasec before taking a small sip. "Past knowing his skills, abilities and practice, no, I don't know the specifics. We're often employed by those who get, your expression is 'cold feet' when a job's done. Killing us off is seen as practical, especially if they can avoid paying us." he notes with another hint of that slightly sardonic humour. "I wouldn't want to upset you by having you need to kill me."

A honest concern for his wellbeing, or a lack of trust, though that was certainly understandable? Either way, he preferred to avoid being lynched by the crew and her request to stay close was one he was happy to make. "I'll keep myself close to the bridge then. If I'm here, I should put my skills to use where I can. And.. trading, yes, we used to do that a good deal."

Back before the Tau was found by the greater elements of the Imperium and the trade of frontier worlds was crushed by the Imperium war machine. Which bought matters onto her curiosity. His reasons were deep ones, the loss of a family and of ties to any sort of home.

For a moment, a flicker of pain showed in Sha'draig's face and he answered lightly, many details concealed. "For money, but, many mercanies here, it's simply survival. And perhaps because we don't belong anywhere else."

Ruth
Ruth's face also hardens for a bit when the tau speaks of not belonging anywhere. "Let's not speak of such things while here. This will be your home for as long as needed and we reach our destination." Without much thinking she empties her glass, looks a bit bewildered once noticed she did but quickly recovers. Thinkin about the imperium and the cost of its greatness makes her proud but also a bit guilty when sitting in front of someone who has suffered becuase of it. Heresy, but what does it matter now. Ruth squeezes her hand in gloves tight untill it hurts.

When Sha offers his service again to her she laughes no empathetic, more a entertained laugh, like she is imaging something in her mind.
"Your skills, I doubt I need to get people found and captured here on board, master tau." She suddenly seems to fall back a bit in her colder neutral state. "It might probably be best you stay here and don't get yourself into trouble."
Maybe he will be usefull and he probably means well, but I can't just give someone a station on board. She thinks to herself, there are enough people who would not respect her authority anymore when she would take on a tau as employee, even more when she is a fairly new captain it takes enough effort to gain the respect from the crew as it is without giving them reason to cause trouble over a xeno.

Or do you have something to offer that I don't know of? She smiles sly-ish, a bit teasing in a friendly way. This tau is rather special and he certainly has taken her interrest, otherwise she wouldn't have asked him to come on board in the first place, his boldness amuses and fascinates her, there is more to him than meets the eye and she wants to find out what that is.

Sha
Sha'draig did not serve as one of the Water Caste, but even he can spot that he's getting close to dangerous waters at this point. It might very well be the case that she's seeking information about the Tau and Empire. Strange, he finds, to still retain loyalty, but they are still his people despite what was done to him and his colony.

Her reaction though.. Hints of pain and an avoidance of a discussion of loss. He considers that her only true goal is curiosity and a hope for conversation. He's not ready to give trust, but conversation is something he finds himself enjoying as well.

Honestly not sure of how to treat with the hint of slyness she displays and wanting to avoid offense if possible, he carefully sidesteps in an conversational sense. "It's true I'm best in martial skills and fighting, enough to survive, mind. I've had to manage some technical aspects on the way though.

I'm no match for your workers, I'm sure, but allow me to be of what assistance I can in engineering matters and general maintenance." Despite his distance from the crew, he doesn't savour being on a ship for the entire journey with no involvement in it. But he's not sure he wants to reveal just how that matters to him.

"However, if you prefer for a sharing of stories, there are a few I have to mind you might find, interesting." Loss is a topic she wants to avoid, but humour seems to appeal and he does know a few tales to fit with that.

Ruth
Ruth seems calm and calculating when hearing the sort of Resume from Sha. "Techincal aspects, okay. I don't see why not. I wil lsee if I can find a placed in the ship where you would not get blown to pulp the moment you show your face. One of our guns is under maintenance, I am sure as your natural expertise with big gunnery, you would be a helping hand. Ruths smiles at you finding it endearing the tau is so eager to do something in return for the minor trouble of having him on board.

I certainly like stories. I am sure you got many. I am all ear for a really good one. After that I have to get back to the bridge to amke sure everything is okay. Yes when I mean a moment away from our duties I really meant for jsut a moment.. She sits back playing with the empty
glass in her hands. Her nails make soft ticking sounds on the glass while moving it around in her hand.

Sha
Another hint of a smile as he finds relief in being given a task he knows so well. "Very well then Lady Voss. I'll begin as soon as I'm able, in that case." He raises his glass her direction, having seen humans place importance in the gesture, and finishes his own drink, setting it down.

His sharp eyes follow the gesture of her fingers, finding the exact nature of the sound unusual, but having no frame of reference for it. He therefore leaves it for now, musing.

"A good story then.. Swamps are a truly miserable environment and I advise you to avoid them at any cost, especially on foot. Regardless, myself and four others were here having been chasing a rather disagreeable arsonist. I take solace in knowing so much water caused him even more distress then us.

The man loved fire.

Let me say that it was far from glamorous, he'd gotten desperate and managed to ambush me with an oversized tree branch and we ended up wrestling into waist high, muddy waters. I had to endure a walk of two kilometres amidst much sniggering from my fellows and insults regarding my parentage and lack thereof from a foul mouthed firestarter. I think I lasted a quarter of the trip back before gagging him."

Ruth
Ruth enjoying the story sits back and relaxes.

"Quite the story Master Vra'elo she smiles. She takes a look at the time. "What about if I let someone show you your quarters? Rest assured, i trust him completely, you will be quite safe."

Ruth stands up. "I will save my story for tomorrow. There is alot of work to do and I am needed at the bridge. Take your time to get used to your new accomodation and if you like you can start tomorrow with a few hours helping with the maintenance. I don't expect you to run full shifts, you're still a guest. The man I am sending will be present there as well. He will be the person for you to go to if you need anything." She takes out a microbead from her pocket and speaks in High gothic some words you cannot understand the puts it back in. "Please remain here. Drekkan will be here within a few minutes to show you the way.

Ruth smiles one more time seeing the effect it has on the tau, it should make him at ease about the situation. "What about we meet again tomorrow evening and we dinner together in the officers dining room?"

She leaves the room, leaving you alone in the rogue traders office.

A WEEK LATER

Ruth
Ruth looks at the time and wonders what makes Sha late. Without actually having said it out loud or pulled out their agendas it seemed to become a habit of Sha coming to her office after his shift and they would eat together, of have a drink and talk. Talk about daily things mostly, nothing serious, but it was something Ruth looked forward too the entire day. At first contact with the xeno was special, his customs, his sometimes clumsy attempts to adapt to this human enviroment, but never really disown his nature and being as a tau.

It was ten minutes past their normal meeting time... not that it bothered Ruth. Normally she would not have tolerated delay. She expected accuracy and proffesionality from her crew members, but Sha was not a crew member and certainly meant no disrespect to her. Somehow it also made her nervous that he was late. Maybe something was wrong... She caught herself on the fact that she grew rather fond of him, unusual form someone who normally was jsut a business associate, or was he more. It was hard to say, the last week had been very pleasant and business was actually never their topic of conversation, unless they were talking about their past.

The door opened and Sha came in. He didn't have to knock (although he still did?? up to you), also something Ruth would normally not tolerate from the others on board.

A smile appeared on Ruths face "Good evening. How was your day?
Mine was busy as always, although we're just passing through we're working on some strategies to establish a trade route. Alot of work..."

She gives Sha time to tell her how his day was then takes out a deck of cards.

"Do you like cards master tau? Ruth likes to call him tau. It's meant in a friendly way, not the patronizing way others would notmally say it. If not, you should learn, a game of cards is both good excersize for the mind as well good for your purse. She winks and skillfully shuffles the cards."

Sha
Sha'draig was rarely late, and the reason why became apparent after he quietly knocked on the door and pushed it up a moment later in the routine he'd gotten used to for his visits. He was wearing overalls from his work on the weaponry systems, and was somewhat dirty, though he'd managed to sweep the worst of it. More notable was the small burn on his hand.

"It was going to happen at a certain point, even with gloves." He notes quietly. "Your weapon systems are interesting." And a touch dangerous at times, but he leaves that unsaid. He studies her quietly before ducking his head lightly. Aside from purely technical chatter, the best he got from the crew was to be coldly ignored. Their Captain was an exception and again he wondered why.

A small pause and then he sat carefully, nodding slightly. "My day was busy, yes, that's a good way to say it. A tangle of cables, heat and various parts. All to make some unlucky soul regret their arrogance in crossing you." A hint of a darker then normal grin as his martial past showed itself. "And you understand the value of greater range for your weapons. Your day sounds very different to my own." A quiet invitation for her to share more details before he looks to the cards.

"I don't know, but I shall learn. If you understand that I won't submit in any contest until I'm defeated?" Not that he'd win many games until he was used to it.

Ruth
The moment Sha comes in and Ruth sees the burn she smiled, happy he made it and now knowing what delayed him. A burn was something that happaned but it seemed not to been treated properly and was dirty as well. Before talking about their day she gras a small medkit and takes out some disinfecting alchohol and some bandage. "I'm not at all as skilled as a medicae, but that burn should be treated and this will at least make sure you won't get infected." She takes your hand and carefully cleans the wound, it hurts but Ruths care for you makes it less bad. Best as she can, but probably more clumsy than you are used to she wraps a bandage aruond your hand and knots it tight. "There."

When Sha leaves a pause she eleborates some more about her day.

"Yes busy, and also still new... Just being the captain for such a short time and being so fresh has it complications. Luckily I have a very compitent XO, but you can imagine how much work it is to get everything done. Sometimes I wonder if this is actually the right life for me. My father did this before me and it always seemed right to follow in his footsteps, but after the last few years... I don't know." It is one of the first times Ruth talks about her doubts about her position. She is a proud girl, groomed by her father for this life, but the years alone somewhere on a dark planet have changed her and you see she has a hard time getting back to the level she was on before. You might be wondering why she shares this with you, but you are not a permanent crewmember who should not see herweaknesses. You're a friend and after this voyage you would be gone, so there was not too much danger in telling you these things (Of course there is, but for some reason Ruth can't resist letting you close dispite the information she might leak about her weaknesses, you would be pretty valuable to her enemies, gehe) "Mh, nevermind.. I shouldn't burden you with my not so real problems..."

She riffles the cards and explains the game of poker.

"So these two cards together with the five on the table should get you any of the combinations I mentioned just now. you see? Now the thing is to make sure you get either the highest combination at the end, or make your opponents believe you have the highest combination and make them forfeit before the end. Let's try a round."

You play a bit, Ruth not letting you win easily, but clearly giving sign about her hands so you get the feeling of when she might be bluffing. A very friendly game with a few coins as bet.

"What will you do when we get to our destination?" Ruth opens the conversation while she pushes a small stack of coins to the middle of the coffeetable.

Sha
He watches the gesture quietly as she tends to his hand, saying nothing as she works. Small kindnesses, again, something he 'd been too long without. When she was finished he nodded simply. "Thank you. Though I've gained enough scars, one more wouldn't cause major harm." A flicker of amusement before he sits.

As she talks about doubts and worries he watches her, dark eyes thoughtful. It's a lot to share and he doesn't miss that. He speaks up when there's space to do so, fingers clasping before him. "You will make mistakes." He's blunt here, but honest alongside it. "People under your command will die and have losses and suffering. You'll face setbacks and crisis and at times, you'll feel a crushing weight around you.

You can't avoid that. But what you can do is never shy from it, face it head on and always remember what your reasons are for acting. Make them good reasons, true reasons and build on it. And when you take losses, ensure you've done all you can to prevent them. Make the choices that let you sleep at night."

That said, he changes tack suddenly, reaching for the cards she offers him. "I will lose a lot, I think. But not always." A hint of a wry smile before the game begins.

"I've not decided. I've enough money to manage for a few months, more if I'm careful. And it'll be a damn sight more pleasant then where I was last. Mind you, so would that bog I told you about.. I've developed a strong dislike of grit and wind.."

Ruth
As they play Ruth listen and smiles as the tau gives her advice. He speaks wise words and it amazes Ruth how he knows so well what she's going through.

"A scar is fine, but your hands are important. Losing those is... well just be carefull out there. You can't help looking at her gloves. When she treated your wound you felt her fingers were not soft like you would expect from a young woman, but rather harsh. "How old are you, Sha that you have so many reminders of combat? does your kind live long or so have Terra years have the same impact on your blue skin as well?"

After they played a few rounds Ruth stops dealing she nods "You will take another job when one presents itself? You better not get into the Employment of wan Tyrean Vess. Bad side of the family and if I would encounter you then, I fear you might be blown to pieces." Ruth laughs although there is still some truth in it. "I wonder how it is living your life, not knowing if you have something to eat in two weeks. I mean I understand some luxuries are not for others and I also have had harder times, but money was never an issue. How... Ruth blushes a bit "How do manage like that?" She hesitates for a moment, doubting to bring business into a casual conversation, but then continues " Like this mission you did for me, which was very successful, although the information needed is not available. Not your fault, it was a very long shot anyway and I knew I would most likely be dissapointed. I understand it is quite some money, how do you.. for the first time Ruth seems not to really manage to get to the words. You feel she tries to understand how it is for someone to live without always enough money to do as you please, but simply lacks the actuall knowledge to know how to for an actual question. "What does your normal life look like?" she finally presents as her question.

Sha
"Without going into so much information that I bore you, I was trained as a soldier. I think soldiers collect scars, no matter their race." (And he still couldn't expose internal details of how the Empire functioned.) His dark gaze considered her own hands, but he said nothing on that. "Our lives are, naturally, between 30 and 40 of your years. I'm slightly past 20 years of age, though I don't mark the years anymore." Setting a card down he muses, his head tilting to the side. "Blown to pieces, by you or by him?" Another card is placed, but when she starts talking about his normal life he goes deathly still.

Screams, white hot fires and grinning, insane enemies who dodged through pulse rifle fire like it wasn't there and carved into the Fire Warriors trying to hold them back. Civilians hunted down, not killed, but tormented, plucked apart slowly and held in unending pain.

A scream of "Sha'draig" as the fire warrior he fought next to went down, a knife buried in her chest. Trying to reach her as she died, but so many, too many..

The cards crumple in his hand and he leans back, voice quiet. "I don't live a normal life for one of the Tau."

Ruth
When Sha asks by who he will be blown to pieces, Ruth waves it away like she is saying 'Nevermind, don't worry about it'.
She looks at the two cards in her hand and closes her eyes for a moment thinking.

"I am not much older just became 25 in Terran years, yet I have not gathered much signs of experience on my skin.

Seeing the Tau in pain, she puts her cards down. "I fold, you play well." She takes his hands in hers and looks at him with piercing blue eyes. "You are a good person Sha, I am sure you will eventually find a place where you belong and where you will be happy."

"Come, it is late. Let me walk you to your quarters." Ruth stands up and with still his hands in hers, helps the tau up as well. He is a strong man, but Ruth sees he is suffering and with his mind somewhere else, so she decides to do the thinking for him and escort him to a place where he can rest. She lets go of his hand and kindly lays a hand on his back and gestures he should walk in front.

Sha
He looks to the cards, then nods simply as he stands at her prompting. The moment of pain is brushed over and as it passes the calm warrior from before looks to her with a single nod. He does note one last thing though. "Not all scars are physical ones, Captain." He moves to exit with her, surefooted steps carrying him. "I play very badly, but thank you for sparing my feelings." Despite the light joke, he's mostly quiet as they walk, watching their surroundings carefully and with a hint that he's slightly more focused on Ruth's current safety then his own.

It's only when they reach the entrance that he speaks again, ensuring no one is within earshot first. "I find most leaders of your race view those they command as expandable resources. Be careful, Captain. The powerful often dislike change."

Ruth
Normally Ruth wouldn't just walk alone through the corridors all by herslelf. Even on the senior officer's floor it was not something she would just do. But with the tau warrior at her side she felt safe enough.

"You play fine and you will become better, you will see.

When they reach the door of his quarters she looks Sha in the eye as he speaks his warning. She doesn't know exactly how to respond to it and nod understanding.

"I will see you tomorrow?"

For a moment it feels like she wants to give you a hug, but then says "Goodnight" quickly and turns around and walks away with hasty steps. On the way she repeats the words in her head 'The powerful often dislike change... expandable resources...Make the choices that let you sleep at night... She shakes her head and closes the door behind her and takes a seat behind her desks and burries her thoughts in the piles of paperwork for the rest of the night.

THREE YEARS LATER..................

Sha
It had only been a matter of time. Sha’draig ducked behind a crumbling wall in time to avoid another long range pulse shot, favoring his left leg. His right had taken a glancing hit earlier and even with his armour, it was bad. The port of Calth saw a great many smugglers and pirates and was lawless, save for what law those who resided or visited bought with them.

And no one had a desire to get in the way of a fully armed, military squad to save a single Xeno. Even if the squad were all Xenos themselves. The blasts stopped briefly and he took time to catch his breath. Maybe he should accept this, step out and let it be ended in a single shot. His knowledge of Tau tactics had kept him alive so far, but the squad were adapting and he was just one, wounded man.

He considered, but, no, his desire to survive, to keep going was too strong. Drawing his pulse pistol, he prepared for the next onslaught. He knew he was a dead man, but he’d fight to the last breath to keep living. He knew the squad’s hatred for him, they were too skilled to shoot out insults and give away their positions, but it was there, thick in the air.

The problem was, he wasn’t sure he didn’t deserve it.

Another blast came in, narrowly missing and throwing up stone fragments that dug into his arm. This was it…

Ruth
it has been three years since Ruth and Sha'draig had said goodbye. In the past years Ruth had become a successful merchant. Her father recently passed away which made her the new holder of the Warrant of Trade. Not long ago however her uncle Tyrean Vess Sr. had taken her imperium for himself and her son, which left Ruth with just one option: Crossing the sector in search for those who were still loyal to her as rightfull heir of the Vess Dynasty. This time she ventured to the port of Calth for more secret negotiations with a local crime lord.

She walked through the streets, in full uniform and with at least thrity heavily equiped men she would be rather safe in these lawless outskirts of the port. Not far away suddenly she heard the sound of blaster fire. Immediatly her bodyguards formed a protective cluster around her and moved in position to counter any hostility that was clearly coming their way. After a few seconds a lone tau came running in the street. he duck behind a wall and returned fire from behind his cover before catching his breath and look at his wounds.

For a moment Ruth considered to follow the advice of her sargeant to take an alternative road, but then she saw it. This was not just some tau thug who was chased by something she could not see. This was someone she knew. 1 word was enough to make her troops move towards the bleeding tau. He was not too far away and Ruth ran as hard she could while taking out her pistol, ignoring anything her sargeant called at her. Within a a few seconds they were next to him and ftook combat positions behind the wall to return fire. Ruth kneeled next to Sha while around them a heathed firefight started.
Sha
The Tau squad responded to the sudden attack, falling into a more defensible position as they began to return fire and worked on adapting to the changing situation. Whatever else resulted, it took some of the immediate pressure off Sha'draig. He was a little older then the last time he'd seen Ruth and his face had a touch more weathering to it as he blinked pain filled eyes at her, the braids of his hair hanging loosely around his head.

"You?" There was a touch of disbelief to it, Ruth's arrival having been the last thing he could have imagined. He ignored the glares some of her men gave him, between the pin and his resignation to death, fear currently had no home in him. "You should let them finish me. Why are you here?"

Ruth
Ruth with her pistol in her takes out the hairpin. Her blonde hair falls on her shoulders, one of the rare occasions you see this woman with her hair not perfectly made up.

"Shhh, be qui..Arrrh!"She growls whe one of her soldiers takes a hit and hits the ground right next to her. "Be quiet, you. With the pin she rips open your armor where you have been hit to get better access to the wound. She gestures one of the soldiers to come over to her. The woman kneels at your other side. "Lucia, make sure this tau doesn't die!" She woman takes of her helmet. Ruth takes her necklace and gives it to the medicae. "Press it once" Ruth says. She takes her pistol again and stands up moving closer to the action once she is certain Lucia taken out her medkit and tends to your wound and pressed the necklace. A forcefield appears around the two of you. "Lie still, Xeno. It's that it is Lady-Captain's orders. If it were me I would blast you to pieces here and now...Filth." With a frowned face full of disgust she starts cleaning your wound.

Ruth meanwhile calls some quick orders to her troops forming a circle around herself, Lucia and Sha. The tau fall back as they are outnumbered and not able to win this, even with their advanced tactics they are known for.

When the blasters stop shooting, Lucia deactivates the forcefield en hands the necklace back to Ruth. She puts it back on, breathing heavily from the action and gnashing her teeth. Her eyes shoot fire and she mumbles unintelligible words in anger looking at your condition. The young woman you met before has clearly grown in the past three years.

"Take the tau with us, our meeting is canceled. Move back to the ship double time, immediatly." Ruth barks at her squadron. On the trip back she walks besides the improviced stretcher you are laying on. "I ws hoping to see you again under better circumstances." she smiles.

Sha

Sha'draig had fallen silent at Ruth's order, saying nothing as the angry medic sees to him and the firefight rages around him. He's still awake and focused, faint hisses of suppressed pain coming from between his teeth as she works. I didn't expect a respite, or know how it happened. He lets his thought settle and simply focuses on dealing with the pain until the squad falls back and Ruth returns to his side. "They won't come back. They'll assess, realize they can't win this battle and withdraw."

That's all he says as she moves with him back towards the ship, though he nods simply, once to her, lying back and thinking.

Decisions and choices to be made. But he thinks he already sees how this is going to go.

Ruth

Ruth walks with alongside Sha on the stretcher. Some of her soldiers glace at her with a face of unbelief, some with anger, but she ignores it. After too long it seems they get to the actual port and the shuttle is ready. Ruth must have paged the pilot that she was on her way there.

"Wrap your arm around my shoulder." She tell Sha. Ruth won't let any of the soldiers touch the Xeno,. Asking Lucia was already a small risk, but she know although her hatred for Xenos she was a loyal medic, otherwise she would never have asked her. "That's it, just walk slowly.. Okay step in. Easy easy! and lay down. Here is something against the pain" She takes a injector and tenderly inject a yellow fluid in your arm.

The moment you wake up you are in a familiar room. You lay in a very soft bed, with nice pillows stuffed in your back so that you lay on your side, your wound facing up and carefully wrapped in bondages. In the corner stands a wooden shelf, a couch against the wall and a coffee table with a deck of cards on it and a glass half-full. On the other side stands a desk with even bigger piles of paper than you remember from the last times you been in the room.

"Ah you is awake.. No lie still Ruth says the moment you try to roll over a bit to see who is next to you. "I am sorry from letting you sleep. when we were going back to the ship. Lucia adviced me to, although I don;t know if she was being honest or liked the sight of you laying as if you were dead." Ruth jokes smiling.

Ruth puts the data slate away she was holding in her hand. She lays right beside you on the bed. For a moment you may have feared she changed. Her cold decisive behaviour from earlier and the fire shooting from her eyes. She is still the kind woman you met before and spend so many evenings with in this very room. Her face is a just a little older and she is now a more experienced captain, but she is still the Ruth you knew.

"How are you feeling?"

Sha

He lets out a slow wince as he registers the room he's in and blinks slowly, assessing. Empty apart from Ruth. Those same dark eyes regard the human Captain as she asks after him before he slowly moves to the side of the bed, standing by leaning on the table before he picks up the glass on the table and downs it, uncaring of whether the contents are water or something stronger. "I've never fought a Krootex in tight quarters, but I suspect it's a similar feeling to that. Pain is better then no pain however. Pain means my body's mostly intact, no damaged nerves or systems."

He checks himself over quickly however, with the air of an experienced soldier assessing his current capability. "Whatever your medic's beliefs, she's done a good job. I may owe her my survival. I certainly do to you." Leaning on the coffee table with his back to her, he speaks up a moment later. "I took time to think, before you sedated me. I believe I owe you an explanation, given the risks you took for me. If you want to hear it.

I also have something else to be said, but that will come soon."

Ruth

Ruth moves so that she sits on the edge of the bed. She wears casual clothes, althuogh her hair is once again pinned up. She wears the same gloves as you are used to.

"For a friend, I gladly prospone any meeting I might have, even with the Emperor himself," for a moment she expects an objection in the form of a disturbed look, then remembers this friend holds no high regard for the fenomenon that is called Emperor. "don't worry though. Everything is still okay, the meeting still took place. Yuo have been out for at least 2 days."

"I think If I was not present myself during the operation, she might have accidently made a 'mistake'" Ruth sniggers. "And you don't have to explain yourself, come back to the bed, you should rest, doctors orders." She grins, finding jokes regarding your survival and the doctors deathwish for you extremely funny, and seemingly very happy you are doing okay.

"Later? Yes of course. Come here and let me get you something decent to drink. Ruth is smiling all the time while she pats on the bed inviting you to come back ignoring your mention of thanks.

Sha

He gives a faint grimace as she tells him just how much time has passed, having learnt to measure the human measurement of days against a Tau reckoning of time long ago. "From what I understand of your faith, your Emperor calls on you when He chooses. Most devout in its practice are less then willing to discuss it with me, however." He finally turns back her way, moving to a crouch on the floor as he adopts a kneeling, submissive posture that also lets him take more weight off his injured leg.

"I'll explain to you later then, but there's something important to be done before that. You've saved my life at least once, by my count. You've proved loyal to those who follow you, capable and strong willed."

There were other reasons for his decision. He was tired. Tired of working for just money, without honour or dignity behind the tasks he was set. Tired of running from the Tau hunters who would now be closing in on him. At least this way, he could regain some of his honour.

He tilted his head to expose his neck, then produced a slender, ornate knife from a holster on his hip, removing it slowly to downplay the suggestion of a threat before he offered the hilt to Ruth. "Take the knife please, touch the blade to my throat."

Acknowledging she wouldn't be familiar with the ritual, he expanded. "I'm not asking you to kill me. I'll explain, if you do as I ask." His head cants. "You called me a friend, so I ask you to put trust in me."

Ruth

Ruth watches Sha kneeling before her, wondering why, but waiting what would happen. For her it was not something he should be thankful for. He was her friend, so if saving his life was something she could do, she would do it.

Aghast Ruth takes the knife and softly presses it softly against his throat. She understands this is important to Sha'draig and so it becomes to her. with the knife in her hand and her face now looking determined waiting for Sha to tell her what to do.

Sha

"Lady Captain Ruth Vess." He intones formally. "I, Sha'draig Vra'elo, owe my life and survival to you. I am a warrior without a people or a place to call home. I've little honour to my name, but what is left, I pledge to you.

I dedicate myself to your service and your command, until my death or you choose to release me. If you accept, my life is yours. It is yours to spare or end as you choose fit."

Ritual words intoned, he offers a faint smile. "That is what I needed to say. I'll abide by your choice. I am tired of having no true purpose Ruth, I believe I'll find that with you. And if you accept, you'll be quite able to order me to rest as much as you wish."

Ruth

Ruth silently stands still while Sha pledges his service to her.

After he speaks she smiles kindly at him.

"Sha'draig Vra'elo, stand up!" She orders him.

She steps closer.

"I release you of your service, I want nothing more than you at my side not as my servant, but as my friend." She leans forward and gives him a kiss on each cheek and one on his lips, then pulls him close and hugs him. Alot of tension seems to fall off her shoulders as she in- and exhales deeply. "You scared me to death back there... I thought you wouldn't make it." When she releases you her eyes are wet and she quickly dries them the tip of her sleeve. The powerfull Lady-Captain, bearer of the warrant of trade is also just a girl who can be affraid to lose something or somene dear to her.

Sha

Not entirely in how he planned or expected things to turn out, but he stands as she commands him, a hand resting on his bandaged wound. After she hugs and kisses him, he lightly rests a hand on her arm, nodding faintly. "I didn't expect to survive either. I wouldn't have done, if it wasn't for you. It's selfish of me but I simply have no other place to be, not anymore. If you accept me being here, then I'll stay." He considers her face, then quietly passes her a cloth from the table. "However you view it, you saved my life. You've earned my loyalty and support in whatever course you choose." She's a capable, strong leader, but the galaxy is as dangerous as ever, and maybe helping her will restore some of what he lost when he abandoned the Empire.

Sha'draig speaks up once more, after a brief thought. "You wanted me to rest. Is that still true?"

THE END

Cilvyn
2016-05-30, 09:54 AM
Elianne "Elia" Highton


http://i.imgur.com/kbJHcjs.jpg

"Insert awesome Quote"



Name
Elianne Highton


Race
Tiefling


Class
Warlock


Level
1




Appearance




https://s-media-cache-ak0.pinimg.com/736x/75/e6/41/75e641986beb7f10bb1ac4e547d7e53c.jpg


Gender
Female


Age
16


Skin
Fair


Eyes
Black


Hair
Long Lightbrown


Hight
1.70m


Weight
60kg


Built
Slim



Background


...Text...

Background Story

...Text...


Personality

Primary Motivaton:


Core Traits
Outlook – ....

Integrity – ....

Boldness – ...

Impulsiveness – ...

Flexebility – ...

Affinity – ...

Secondary Traits

Sexuality – ...

Religion – ...

Habits and Hobbies – ...

Favorite topics of conversation – ...







Str
Dex
Cha
Int
Con
Wis


00
00
00
00
00
00






HP
00/00


Status
-





Skills, Traits and Feats


Traits


Trait Name
Description


__
______


__
____



Skills


Skill Name
Modifier
Description



Athletics (STR)
______
• You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
• You try to jump an unusually long distance or pull off a stunt midjump.
• You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas o f thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.



Lifting and Carrying (STR)
_____
• Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.
• Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess o f your carrying capacity, your speed drops to 5 feet.
• Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.



Acrobatics (DEX)
_____
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet o f ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.



Sleight of Hand (DEX)
_____
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight o f Hand) check. The DM might also call for a Dexterity (Sleight o f Hand) check to determine whether you can lift a coin purse off another person or slip something out o f another person’s pocket.



Stealth
_____
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.



Other Dex checks
_____
• Control a heavily laden cart on a steep descent
• Steer a chariot around a tight turn
• Pick a lock
• Disable a trap
• Securely tie up a prisoner
• Wriggle free o f bonds
• Play a stringed instrument
• Craft a small or detailed object



__
____
_____


__
____
_____




Dexterity
Acrobatics
Sleight o f Hand
Stealth
Intelligence
Arcana
History
Investigation
Nature
Religion
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion
Feats


__
____
_____






__
__


__
__




Armoury, Belongings and Wealth

Weapons

____

Other Belongings





Item Name
Description


__
__


__
__


__
__


__
-


Wealth



Gold



___

Cilvyn
2016-05-31, 07:26 AM
Lady Vess


http://works.drawcrowd.com/assets/images/images/000/010/743/medium/lara_by_gerryarthur-d6wy0y2.jpg?1403096506

"It's not about what you can do with money, it's about what money can do with people"



Name
Ruth Theresia Vess


Homeworld
Noble Born


Career
Rogue Trader


Rank
2


Birthright
Vaunted


Lure of the Void
Tainted


Trails and Travails
Lost World – Beyond the Pale


Motivation
Exhiliration – No Joy Unexplored


Lineage
A Long and Glorious History – Dark Secret



Appearance



https://s-media-cache-ak0.pinimg.com/736x/67/48/a4/6748a466c34018e502772b297caacbfd.jpg



Ruth stands about 5’9 (1.74m) tall and is always dressed in very fine clothes. She is not particularly beautiful. She has relatively large teeth and piercing blue eyes that look at you patronizing. Her body is tender. Her arms and legs even look fragile, although she is most of the time dressed in non-revealing clothes and you would not see much of her body anyway. Ruth likes fashionable clothes and always wears gloves at any time. Her dirty blonde hair is pretty much always pinned up and she wears extensive decorations in it. Ruth’s appearance does evoke a certain amount of awe for there is a clear air of authority around her. Although she has a small body, she knows how move and even cast a figurative shadow on those who tower above her.




Gender
Female


Age
31


Skin
Fair


Eyes
Grey Blue


Hair
Blonde


Hight
1.78m


Weight
70kg


Built
Slim



Background

Persons and things of Note


Lord and Lady Vess
Lord Vess is a full-lenght nobleman and married at older age to a younger beautiful woman. He is everything you expect a high placed noble to be and more. A cold and experienced business, but a warm father and respected Lord-Captain of his crewmembers. He is above average tolerant towards xenos and thought Ruth to be the same. This refers mostly to the Tau of which several are in his service. A little disappointed when his wife bears a daughter, but still happy to be blessed with children at his age, he treats Ruth well. Even more happy he gets when it becomes clear the girl carries his resemblance in personality. He makes sure she gets the best education and takes her with him on business trips and kid-friendly parties. Ruphus and Ruth drift apart when Ruth gets older and she, as every teen child tries to be in control of her own life. Eventually after Ruths deformation he sees her as a disgrace to his family and sends her away, only his wife can convince him to not let her go empty handed as she is still his only child and therefore heir to his dynasty.

Tyrean Vess Sr. and Tyrean Jr.
The younger brother of Ruphus and second in command of the company. He obeys his older brother, but envies his position and success. He would rather be the head of the company and does not like Ruth becoming a suitable successor of her father. When Ruth is older he becomes her biggest rival placing his own son in command of the company although he himself is in fact the shadowking. This makes it quite confusing for they both use the same name.
The relationship between Tyrean Jr. and Ruth was never quite good, although Ruth liked her cousin when they were younger. They jsut didn'tm see eachother that much to establish a real relationship. She has the idea that he is not happy with his new post and accepts it to satisfy his own father. If this is actually true is not known.

http://vignette2.wikia.nocookie.net/warhammer40k/images/c/c3/RT_Merchant_Prince.jpg/revision/latest?cb=20130313235522

Vess&Co Cartel
I will give it a name the DM thinks is suitable
This trading cartel focusses on shipping orders throughout the sector, mostly luxury goods and harder to come by materials. This is all above ground and the people who can affort it, thankfully make use of the Vess company. Underground though this cartel trades in forbidden xenotech and specializes in exotic beasts for the Mago Biologus or noble bloodsport arenas. The Vess family is there for well-known and respected, always making business deals of the books with other families on parties. Their illigal business is not recorded by the Imperium law forces, although there are enough rumors to build a case with. But, as it so often goes, Rogue Traders are mostly left alone.

The comapny expands to several planets and trade routes they use for their business. The amount of planets varies from time to time as the competition is fierce and frequently it happens a rival claims a world to fall under their trade empire. The Vess family protect their interrests with force and diplomacy in which they both succeed quite often.

After the split the allegiance of most planets are unclear, for the company itself is torn apart and both endeavor to win them over to their side. Ruth uses any means necassary to restore her powerbase and bring business allies over to her side, even if this calls for millitary intervention. She is determined to avenge her uncle's betrayal and restoring her fathers lifework and pass it on to her children.

Miriam Renegal & Jeremy Olux
Miriam and Jeremy are the two close friends on Ruth during her teen years. They are both the children of wealthy families and are in that aspect on the same level as Ruth. Jeremy being four years older than Ruth and Miriam two makes her the youngest of this close group. Jeremy likes Ruth but knows better than to admit his crush to this girl. Miriam and Jeremy too are destined to play a important role when the new generation will come to age and in the future they might still be friends, who knows, alot can change in 15 years.

Background Story

Childhood (1-12)
Ruth grew up in all the riches the life of a noble has to offer. The best food, the finest clothes, all the toys she desired and many things common people cannot even dream of. She is a smart child, but lazy, since she never has to work for anything and just has to name it to get it. Her lazyness worries her parents, but they see her being so keen and clever for her age, that they do not really interfere much. Her teachers have a hard time with her because she is bright but refuses to work at the same time, in their eyes wasting her potential. This changes when she reaches the age of 10 and her father takes her on business trips more often and she sees what her future holds for her. She becomes interested in mathematics, diplomacy and enjoys her father bargaining to get the best deals, manipulating his opponents by using the right leverage. This is the age Ruth starts to get friends, who most of the time are dummies for her to try her negotiation skills on. She enjoys manipulation to get her way and simply has not yet discovered what real friendship is.

At school she is not a bully, but the other kids keep their distance from her, knowing who she is and told by their parents not to cause any trouble. Knowing how fond Lord Vess is of Ruth, they rather not risk their relation with this trader in goods for their secret parties. Those who are smarter, know Lord Vess would not confuse business with private matters. Ruth grows into a person used to be alone and learns to get the highest profit out of even the hardest situations.

All the riches in the World (12-18)
During her adolescence Ruth, as most smart children, thinks she knows what is best for herself. Her father is more often away on trips and Ruth rather stays at home with her mother who is relatively young cannot keep her high-spirited daughter under control. Ruth does as she pleases, using all the riches that are available to her. Having access to her father’s thrones, she is fairly self-dependent and uses her privileges to get things done. Ruth enjoys doing business and at young age already knows where to get things. The older she gets the more she wants to do things herself, not relying only on her families wealth she tries to make profit by herself. It is interesting what you can do with money, and what people are prepared to do for it. Her father is amused by his daughters own little enterprise, if you could call it that. The officers on board of the ships enjoy her and more than often let her play in their games or strike wagers with her and she gets well-known on board, making friends but also enemies due to her arrogance.

She is not someone people see as their best friend, but rather not are openly against her for Ruth doesn't care much for colateral damage. It happens often that other people get in trouble for the things Ruth does, not blaming them, but simply not caring for the position they are in. She knows how to take advantage of the situation and other people’s moments of weakness. Not that she is a sadistic person, it is strictly business to her and she will only do this to the people who openly show they dislike her. This however will have effect on the rest of her life, since these rivalries and grudges others hold against her are not long satisfied.

Darker times(18-24)
After her education and when she reaches the age of adulthood, Ruth travels a lot with her father and uncle who work very close together. She is getting to know the business, the people and how to run the company. She becomes an even more competitive and ruthless person than her father. Not accepting no for an answer and living for the thrill of winning. She likes taking initiative and she gains quite some respect from the crew and the frequent business partners of the Vess Family. Using her youth and charisma to accomplish her goals. She never was a very beautiful child, and now she is a young woman she still is not pretty and she knows it. There is however something charming about her and her cool yet friendly attitude has its charm.

After two years her life changes completely. It might be the xenotech, it might be something else, but one morning her hands do not look the same and over the days they deform even more into vicious claws. From that moment she starts wearing gloves, but her deformation cannot remain hidden forever. Her father finds out and however he trades in these objects himself and would be responsible for either her decadence or exposior to the xenotech he sends her away. Her mother protests heavily and accuses him of blaming his daughter for his own shortcomings. No matter, though Ruth leaves her family. Her mother still supplying her with anything she needs she travels from place to place.

Alone and shut off from her family and the life she was so enjoying, she stays on a planet and drinks away her troubles. Ppiraling down, she earns her money with gambling which she is very good at. She knows how to play her opponent as she did learned during her time with one of the most successful merchants of the sector, her father. It goes from bad to worse and Ruth starts using weird narcotics and excessive drinking to not feel reality. This certainly has its effect on her mental status, but also lets her realize, during her clear moments, what kind of person she used to be.

Eventually after two years her mother finds her again on this Emperor-forsaken planet. She brings news that her father is ill and asks Ruth to come home. Lord Vess is an old man and even though he sees Ruth as a disgrace for his bloodline, she is his only heir and still is respected by the merchants of the company and the business partners. Ruth makes radical change in her life suddnely having a future again. It takes her a year to get sober and get back on track before she gets back to her family.

Rogue Trader(24-30)
Ruth does not directly take over from her father, but gets a ship and will have to build a reputation for herself. She emerges in a very successful merchant however, excelling in forbidden trade. She loves competition and winning but also has to prove herself. And that she does. She won't shy away from confrontation with competitors, but does respect the position of planets and its inhabitants as long they do not openly work against her. This makes her most of the time a welcome trader when she gets in orbit of one of the planet of the sector to do business. When her ship encounters a rival, things frequently get violent, although Ruth prefers to beat her rivals by negotiation and simply having more area of distribution. She tries to live by the code her father lived by which granted him his reputation. Ruth likes working out her business plan carefully, and knows how valuable information is. She pays well for it since knowledge is power. Even the strongest can be beaten by sdoing your homework and knowing thy enemy.

After a few years her father passes away which means Ruth would take over the company for real, although she practicly led the company for years she would finally take over the Warrant of Trade. But before she gets there her Uncle takes his chance and commits a putsch.The brother of her father does not see his niece fit to run the company he and his brother built together. He manages to convince the most influential merchants of the company to make him head of the company. Ruth however still has many friends in the company and she splits off using whatever wealth her father leaves her to take whatever she can. Her mother manages to help her with this, but does not have enough power to make a stand against Ruths uncle.

Now (for eighteen months) Ruth, still the rightful heir of the Vess family, travels with her ship in the sector, fighting her uncle for the ownership of the company and making a name for herself.


Personality


Primary Motivation:
Acquisition – To obtain possessions/wealth
Thrones is what gives you status, respect. Money and force get things done, the latter mostly buyable with the first. Most of all she wants her uncles company, which should be rightfully hers. She is not as wealthy as she was before because she inherited just a small fragment of the company, but managed to get the warrant of trade from her father and therefor is able to call herself Rogue Trader. She needs profit to regain what is hers, but although this utter need to win she also enjoyes it immensely.

Power – To control and lead others
Power is not only being superiour to someone else, it can also mean controling the situation. Planning ahead, preparing yourself for what is to come and therefore thriomph in the battles you fight. These can means actuall battles, although Ruth hasn't experienced alot of combat herself, she sees bargaining and market competition as a battle as well. Making sure you outwit your competition and feeling the adrenaline rush through your body when you feel there is no way you can lose anymore, that is what makes you feel alive and powerful

Recognition – To gain approval, social status, or fame
In the end everything you do has a reason, for Ruth this is, whether she wants to or not, to gain approval. She needs to reclaim the support of the business partners of her father, she needs to regain the support of the merchants follwoing her uncle and she needs to make her father proud.

Core Traits
Outlook – Optimistic, confident, cynical
Ruth's past is not bright and the situation Ruth is in now is not much better, although she is sure the future will be bright. She enjoys life as much as she can, but somehow it feels unfair when yo ushould have what you deserve and someone else ran off with it. Her own capabilities, however makes her very confident and certain that she will win in the end. She is young and smart and was trained by the best. She dreams of restoring the company and being able to pass it along to her children in one piece.

Integrity – Manipulative, pragmatic,
Information is save with Ruth and information is something that is worth more than all the money in the universe. Her information is not for sale, but she very much likes to buy those of others and use it to her own advantage. She does not see herself as simply better than the rest, but to be fair, there is a reason why she is more succesful than others. She does not care about the weaker minded, not that she does not care about their well-being, but there is no challenge in dealing with them, unless you need something you cannot buy.

Boldness – Paranoid.
Ruth seems very certain and confident about what she is doing, but in fact she does not always know what the outcome of her actions will be. She knows she has many flaws and her enemies outnumber her friends. This makes her always wary of new people, can they be trusted, are they working with her competitors, are her current friends still loyal to her?

Impulsiveness – Thoughtful, Steady, Focused
Ruth overthinks her actions and seeks council with those she trusts. It is not a sign of weakness to ask for help, it is a strenght for two minds are stronger than one. She won't take advantage of friends, since she knows having allies is worth more than a one time profit. She won't backstab a proven loyal business partner/friend. She is focussed, giving all she got to reach her goals, because nothing less will get you where you want to be.

Flexibility – Relentless, Narrow-minded, comeptitive.
She is relentless when it comes to making decisions. She won't hesitate to take minor losses to eventually get the jackpot. She does not handle failure well failure, not from herself and not from others. Failure reminds her of her darker periods. She needs success to know she is worth it. Sacrifices have to be made when calculated into a plan to get back that you have sacrificed in tenfold.

Disclosure – Mysterious, Frank, Closed
There is not much known about Ruth and certainly not about her past. She keeps this information hidden as well and does not speak about it. She wears gloves and fine clothes and always presents herself as people see her; a successful businesswoman the rest is a mystery and she doesn't see the rumours spread by her competitors abot her as a bad thing. Infact most third parties treat her with even more respect than they would without those rumors flying around.

Secondary Traits

Habits and Hobbies – Facial Tics, Playing cards, Gambling, Drinking
Ruth has a occasional facial tic. She wuickly closes her eyes and moves her head to the side. This happens not so frequently, but it is noticable.
Her hobbies consist mostly about mindgames with something at stake. Gambling, card games are something she loves and is good at. Her history with drinking makes it hard for her to resist narcotics, but she tries not to do use any alcohol. Although she would love to, she knows it will make her mind weak and bad things happen when she does.
Ruth presents herself as a young woman who knows ettiquettes and manners. She is very aware of how important smalltalk is and how to be nonchalant and sociable with the right people. She also enjoys it, but it is always with a certain goal and she rather avoids meaningless conversation. As a rogue trader you have no real private life, besides the little time you can spend alone and this reflects in her personality.


Questions and Answers

sdfdfdsd






WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL



50
45
35
35
38
50
34
43
53





Wounds
10/10


Fate Points
3/3


Insanity Points
3


Corruption Points
7


Fatigue Points
0


Skills, Talents and Traits



Trained Skills:


Skill Name
Char
+10
+20
Description


Awareness
Per


Awareness encompasses the Explorer’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps, or cleverly hidden objects—or slight changes in the environment—such as a faint vibration in the deck plating or the smell of the air
recyclers. When using Awareness against an opponent, the test is always Opposed. This use includes noticing ambushes, spotting traps, and other things involving another’s actions. However, noticing environmental factors is a Standard Test. This use includes perceiving trace scents, motion, or similar things. Skill Use: Free Action made in reaction to something.


Carouse
Tou


The Carouse Skill is used to resist the effects of alcohol and narcotics. Frequent imbibers can build up quite a tolerance to inebriants, remaining clear-headed and lucid while those across
the table find their judgement or capabilities diminished. The Explorer makes a Skill Test whenever he suffers the effects of alcohol or similar intoxicants. Each time he would otherwise suffer from the effects of an intoxicant, make a Carouse Test. Failure indicates he has gained a level of Fatigue or suffers the side effects of the substance. Should he lose conscious, the Explorer will remain passed out for a number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour). Skill Use: Free Action taken whenever the Explorer imbibes.


Charm
Fel


The Explorer can use the Charm Skill to improve the disposition of others towards her, making a Charm Test whenever he wishes to change the minds of an individual or small group. She need not make a Charm Test each time she speaks with others in a pleasant manner, but only when she wishes to change their opinion, disposition, or convince them to do something. All Charm Tests are Opposed by Willpower and can affect a number of targets equal to the Explorer’s Fellowship Bonus. Her targets must be able to see and hear clearly, and share a common language.

tr]
Ciphers (Rogue Trader)
Fel


Many groups and organizations employ ciphers as a secret, shorthand code to communicate basic ideas, warnings, or information rapidly. The Explorer can use and understand the hand signals, physical markings, or other subtle signs employed to express these concepts. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time. Each trader, vessel, or fleet develops its own code to help coordinate negotiations and keep secrets from other merchants or the authorities.
[/tr]


Command
Fel


The Explorer utilizes the Command skill to both direct those under his authority and establish actions for groups to executeon command, such as bringing a ship to battle stations. This skill is only effective upon those under the Explorer’s authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual simply means that he does not follow the Explorer’s directions, though additional Degrees of Failure can indicate that individual accepts the task with no intention of actually doing it, or could even misinterpret the Degrees of Success or Failure will increase or decrease the time the orders, with three or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the and hear him, though this could be done remotely through a vox- or pict-caster, and use speak a common language. Skill Use: Half Action for simple commands, Full Action for more involved direction.


Commerce
Fel


The Explorer use the Commerce skill to build business ventures, negotiate contracts, and form trade networks. Commerce can be an Opposed Test, pitting the character’s Commerce Skill against one of several possibilities, depending on the situation at hand. For negotiations, the character Tests against her opponent’s Commerce Skill. If attempting to bilk an easy mark, it would be against the target’s Scrutiny Skill. It can also be a standard Skill Test, representing the knowledge of others acting specifically against the Explorer. Commerce is the main skill for utilising the Explorers’ Profit Factor to make Acquisitions (see page 271).


Common Lore (Imperium)
Int


The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success. Knowledge of the segmenta, sectors, and most well known worlds of the Imperium.


Deceive
Fel


The Deceive skill enables the Explorer to mislead others as to his true intent. Any time he tells a lie, reveal only part of the truth or spin information to his advantage with the intent to mislead someone, the character must make a Deceive Test. He need not make a Deceive Test for every lie, but only when that deception would change someone’s mind, opinion, or actions. Deceive is always an Opposed Test, using your Deceive Skill against the opponent’s Scrutiny. A Deceive Test affects a number of targets equal to the Explorer’s Fellowship Bonus. The targets must be able to see and hear him clearly, either in person or via vox- or pictcaster. They must also speak a common language. Skill Use: 1 minute, or more for complex deceptions.


Evaluate
Int


The Explorer can use Evaluate to determine the approximate value of an object or group of items. Thus, the Skill can be Success on the Evaluate Test reveals the item’s Availability Modifier (see page 272). Additional Degrees of Success will give additional information about the objects. A failure results in the miscalculation of an item’s true value, with the degree of error increasing with each Degree of Failure. The GM should roll Evaluate Tests and only reveal what the Explorer believes to be true. The difficulty of the Test should be adjusted for the Explorer’s access to the item and the time allowed by the seller. Using Evaluate on large cargoes requires an Extended Test, though the Explorer can appraise single items in about a minute. Additionally, Evaluate can be used at the GM’s discretion to assist with determining the requirements for Endeavours (see page 277).


Forbidden Lore(Xeno)
Int


Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. Excessive knowledge of the hidden truths of powerful Navigator houses can be decidedly bad for one’s health for those outside the Navis Nobilite. A successful Forbidden Lore Test indicates the Explorer can recall basic information about the subject. The GM will reveal additional information as appropriate to the Degree of Success on the roll. Xenos: Knowledge of the minor and major alien species known to the Imperium, the threat they pose, and their general appearance.


Forbidden Lore(Mutants)
Int


Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. Excessive knowledge of the hidden truths of powerful Navigator houses can be decidedly bad for one’s health for those outside the Navis Nobilite. A successful Forbidden Lore Test indicates the Explorer can recall basic information about the subject. The GM will reveal additional information as appropriate to the Degree of Success on the roll. Mutants: The study of stable and unstable mutations within humanity, their cancerous influence and mutagenic development over time, and some of the studies and books on the topic.



Literacy
Int
X

Literacy allows the Explorer to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases necessitate a Test. Skill Use: 1 minute for 1 page of text, roughly 750 words.


Scholastic Lore (Astromancy)
Int


Scholastic Lore grants the Explorer knowledge of a particularly complex or esoteric subject. A successful Skill Test allows him to recall necessary information or research a particular subject should appropriate reference material be readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain. Scholastic Lore Tests can identify things that fall within the Explorer’s area of expertise—a person, book, starship or machine spirit. A successful Skill Test within the realm of the character’s specialty reveals basic information about the object in question in accordance with the following table: Astromancy: A knowledge of stars, singularities, and the worlds around them, as well as theoretical understanding of how to use telescopes, astrolithic charts, and the like.


Scrutiny
Per


The Scrutiny Skill helps assess the people or objects the Explorer encounters. The character uses it to determine an individual’s truthfulness, his motives and generally appraise his personality and temperament. It can also be used to examine an object in detail, noticing small details and characteristics that might pass unseen in a casual inspection. For starship auspex returns, it allows determination of a vessel’s mass, velocity, and more. Scrutiny is an Opposed Test against the target’s Deceive Skill when trying to perceive falsehoods or deceptions. However, Scrutiny does not reveal hidden secrets or a target’s carefully concealed intent, and should never replace good roleplaying in an interactive situation. This Skill counters the Opposed Tests of many manipulative Interaction skills, such as Charm, Deceive, and Intimidate. Aboard starships, this skill operates and interprets the ship’s sensors, which require special skills for interpretation of the raw data involved. (See Chapter VIII: Starships for details) Skill Use: Full Action, though special uses may require more time.


Secret Tongue (Rogue Trader)
Int


A prearranged series of code phrases and inflections intelligible only to those in the same vessel or fleet. Each trader eventually develops his own system of clandestine communication.


Speak(Low Gothic)
Int
X

You can speak the common tongue used in the whole Imperium.


Speak(High Gothic)
Int
X

The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations.


Speak(Trader's Cant)
Int


Many Rogue Traders employ this language when dealing with their fellow traders, which allows for rapidfire negotiations and interchange.



Speak(High Gothic)
Int


The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations.




Talents


Talent Name
Description
Source



Ambidextrious
This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The Explorer can use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder
Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
Bought


Air of Authority
The Explorer was born to command, either motivating or terrifying those under his charge. On a successful Command Test, the Explorer may affect a number of targets equal to 1d10 plus his Fellowship Bonus. This talent has no effect on hostile targets, and only affects NPCs.
Careerpath


Decadence
Through conditioning or long years of abuse, the Explorer has built up a tolerance to many inebriants, drugs, and chemicals. When drinking alcohol or similar beverages, he does not pass out until he has failed a number of Toughness Tests equal to twice his Toughness Bonus. The character also gains a +10 bonus to resist the effects of addiction.
Birthright


Peer (Nobility)
She gains a +10 bonus to all Fellowship Tests when interacting with the group.
Homeworld


Peer (Underworld)
She gains a +10 bonus to all Fellowship Tests when interacting with the group.
Homeworld


Pistol Weapon Training (Universal)
Can Use pistol weapons
Careerpath



Melee Weapon Training (Universal)
Can use Melee Weapons.
Careerpath




Traits


Trait Name
Description
Source


Etiquette
Nobles are schooled in how to comport themselves in all manner of formal situations. They gain a +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations
Homeworld


Mutant Clawed
Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the Natural Weapon Trait (either I or R damage).
Lure in to the Void


Legacy of Wealth
To be born an Imperial noble is to inherit a legacy of staggering wealth. Even a scorned scion enjoys access to resources beyond the wildest dreams of the toiling masses. This adds +1 to the group’s starting Profit Factor.
Homeworld


Supremely Connected
Nobles have extensive connections, they know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones. A starting noble born character begins play with the Peer (Nobility) Talent. Also, to reflect his family’s powerbase, he also gains one additional Peer from the following list: Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military, or Underworld.
Homeworld



Vendetta
Every noble house has its sworn enemies and rivals who would do it and its members harm. Even the protection of a Rogue Trader’s mission merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance. As a result, starting noble born characters have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to the player and the Game Master to define, working together to create a formidable threat. Whilst they do not dog the character’s steps at every turn, these enemies aim to inconvenience, harm, or kill him whenever he crosses their path. The noble character, of course, is free to return the favour when it’s expedient to do so.
Homeworld




Bought Advances

Spent Experience Points
7100/7225

Character Creation
-[4500] Basic Character Creation
-[200] To select a mutation in stead of rolling. I chose Clawed (71-74)
-[100] Trails and Travails: Lost Worlds - Beyond the Pale
-[200] Motivation: Exhiliration - No Joy Unexplored
-[100] Lineage – A Long and Glorious History
+[100] Double Talent (Decadence)

Rogue Trader Advances
-[100] Simple Intelligence
-[250] Intermediate Intelligence
-[100] Simple Fellowship
-[250] Intermediate Fellowship
-[100] Simple Weapon Skill
-[250] Intermediate Weapon Skill
-[250] Simple Ballistic Skill

Rank 1 Rogue Trader
-[100] Speak Language (Trader Cant)
-[100] Secret Tongue (Rogue Trader)
-[100] Common Lore (Rogue Traders)
-[100] Ciphers (Rogue Trader)
-[100] Awareness
-[200] Ambidextrious

Rank 2 Rogue Trader
-[100] COmmand +10



Armoury, Belongings and Wealth

Armour and Weapons

Armour



Armour Name
Head
Body
Arms
Legs


Enforcer Light Carapace
6
6
6
6




Special Qualities
Description


Best Craftmanship
+1 AP and half weight (7.5kg)



http://i.imgur.com/7Yz0hPR.png


Other Defense
Shield. When taking damage Roll VS 50. Success is absorb all incoming damage. at X damage effect of a flash grenade.

Weapons

Missile Weapons


Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip
-


Plasma Pistol
Pistol
1d10+6 E
6
30m
S/2/-
6
3Full
6 Bullets




Weapon Quality
Description


Common-Craftsmanship
Cheap.. does nothing...


Special
Description


Overheats
Will overheat on a roll of 91 = Take weapon damage without Pen at arm location or drop the weapon. It cannot be used for 1 rounds. The weapon cannot jam.





Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip
-


Infernal Pistol
Pistol
2d10+8 E
13
10m
S/-/-
3
Full
3 Bullets



Melee Weapons


Weapon
Class
Damage
Pen
Special


Power Swordl
Melee
1d10+5 E
5
Power Field, balanced





Weapon Quality
Description


Common-Craftsmanship
Cheap.. does nothing...


Special
Description


Power Field
Immune to being destroyed when enemy parries


Special
Description


Balanced
+10 to Parry





Other Belongings




Ammunition
Amount


Bullets
-





Item Name
Description


Micro Bead
A micro-bead or comm-bead is a short-range communication device worn in the ear, good for communication out to about one kilometre. Bad weather, dense terrain, and intervening rock or plasteel can greatly reduce this range, however.


Data-slate
Data-slates are commonplace in the Imperium, the primary means of storing and reading printed text and other media such as video or audio recordings. They are so cheap and easy to make that many contain a single media recording, such as text, and can only play that single file. Others can re record new information, or transmit and receive data from other devices.


Void Suit
These sealed suits are intended to preserve the wearer in the most hostile environments. A void suit incorporates a rebreather and allows the wearer to survive in vacuum. Many incorporate simple void-kits that include tether lines, voidsteel clamps, and similar small pieces of useful equipment. However, poor void suits may not adequately shield the wearer from the energies of the void over long periods of exposure, leading to sickness or death.



Wealth



Thrones
Income
Level Increase


-
-
-



Heraldry of House Vess


https://wingmind.files.wordpress.com/2015/05/wpid-img_20150526_091708.jpg

Cilvyn
2017-09-12, 09:21 AM
Alexia Vain




https://i.ytimg.com/vi/5xzOVbGyJUI/maxresdefault.jpg





"QUOTE"






Name
Alexia Vain


Homeworld
Imperial Wor


Career
Rogue Trader


Rank
2


Birthright
Child of the Creed


Lure of the Void
Zealous


Trails and Travails
High Vendetta


Motivation
Prestige



Appearance




Gender
Female


Age
34


Skin
Tanned white


Eyes
Green


Hair
Pale Blonde


Hight
1.80


Weight
110 kg (bionics)


Built
Slim




Personality

Persons and things of Note


Background Story



Personality


Core Traits
Primary Motivators - Achievement & Purity
Emotional Disposition and Moodiness - Anxious

Alexias primary motivations are to purify those who are wrong in her eyes. In her view this will acclompish a better world in which she has acchieved something; a better world. She is very anxious for those who threaten her and her view on the world. From this fear she can be very agressive and strict to cling to what she knows. She is intelligent and her fear is not coming from some the idea that she has no control on the situation, but it is some kind of realism that the world is rotten and that it is so easy to push it further down than to actually help to make it better. Better in this case menas destruction of those who obstruct the law/

OUTLOOK - Optimistic
Idealistic, confident, trusting, hopeful, upbeat

Howeverher primary motivation would suggest she is a very fearful and anxious person, she is not. Alexia feels she is making a good contribution to what she sees as a better future. She can be bitter sometimes, but most fo the time she is very hopeful and trusting that things will be alright. You just have to work for it and thus will she punish those who misuse her trust or do not live up to her expectations which can be pretty high stardards.

INTEGRITY - Conscientious
Industrious, honest, responsible, meticulous, pragmatic

Alexia is very open and honest and analyzing. She will take her time when a situation occurs and will deal with it when she feels she has it all figured out how to approach the situation.

IMPULSIVENESS - Controlled
Deliberate, focused, steady, thoughtful

BOLDNESS - Intrepid
Daring, reckless, valorous, dauntless, audacious, confident

AGREEABLENESS – Disagreeable
Cold, rigid, tense, intractable, narrow-minded, cantankerous, stingy

INTERACTIVITY - Engaging
Talkative, candid, entertaining, touchy

CONFORMITY - Conventional
Orthodox, formal, down-to-earth, mainstream, traditional


SENSE OF HUMOR - Crude & Jokey


Religion and Spirituality
ADHERENCE—Strength of belief or association with a religious system
Orthodox adherent

TOLERANCE—Willingness to accept differences of belief in others
Intolerant

RELIGIOUS DEMEANOR—How your character tends to acts in regards to religious beliefs
Expression of beliefs - constant
Converting others – aggressive
Attitude – judgmental







WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL



41
40
36
39
31
51
39
44
53





Wounds
8 (Roll=2+2*3)


Fate Points
4/4


Insanity Points
0


Corruption Points
0


Fatigue Points
0


Skills, Talents and Traits



Trained Skills:


Skill Name
Char
Trained
+10
+20
Description


Barter
Fel



The Barter skill allows the Explorer to negotiate better prices or exchange for goods and services. This can modify the Acquisition Modifier for items where the price is not set, but rather the result of negotiation. Thus, the Explorer could not use it to change the cost for promethium at an Imperial Guard depot, but he could definitely use it to haggle with the representatives of House Dimico over the cost of equipping his personal guard with handcrafted bolters. All Barter Tests are Opposed, as they involve interaction by their very nature. Barter may sometimes be used to assist with Acquisition Tests (see page 271). Skill Use: A typical Barter Test takes about five minutes, but delicate dealings and intricate negotiations may involve Extended Tests.


Awareness
Per



Awareness encompasses the Explorer’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps, or cleverly hidden objects—or slight changes in the environment—such as a faint vibration in the deck plating or the smell of the air recyclers. When using Awareness against an opponent, the test is always Opposed. This use includes noticing ambushes, spotting traps, and other things involving another’s actions. However, noticing environmental factors is a Standard Test. This use includes perceiving trace scents, motion, or similar things. Skill Use: Free Action made in reaction to something.




Blather
Fel



Blather allows the Explorer to stall for time with a confusing or distracting stream of conversation. Blather Tests are always Opposed by the target’s Willpower, or Scrutiny if the target actively suspects the tactic. Winning the Opposed Test results in the opponent’s bemused inaction for his entire round. For every degree of success, the Explorer has dumbfounded the target for an additional round. Loosing the Opposed Test means that everyone involved may act normally. Some Talents allow the Explorer to use Blather against many opponents. However, even without these Talents, he can affect a number of targets equal to his Fellowship Bonus if he is able to win the Opposed Test. If the group shares similar Characteristics, the GM may roll a single Willpower Test for the group to save time. While the Explorer’s opponents may be confused by his banter, they will not remain inactive in the face of obvious danger or preparations to harm them. The character and his target must share a common language or the Test fails automatically. Skill Use: Full Action.



Charm
Fel



The Explorer can use the Charm Skill to improve the disposition of others towards her, making a Charm Test whenever he wishes to change the minds of an individual or small group. She need not make a Charm Test each time she speaks with others in a pleasant manner, but only when she wishes to change their opinion, disposition, or convince them to do something. All Charm Tests are Opposed by Willpower and can affect a number of targets equal to the Explorer’s Fellowship Bonus. Her targets must be able to see and hear clearly, and share a common language.


Ciphers (Rogue Trader)
Int



Many groups and organizations employ ciphers as a secret, shorthand code to communicate basic ideas, warnings, or information rapidly. The Explorer can use and understand the hand signals, physical markings, or other subtle signs employed to express these concepts. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time.Rogue Trader: Each trader, vessel, or fleet develops its own code to help coordinate negotiations and keep secrets from other merchants or the authorities.


Command
Fel

X

The Explorer utilizes the Command skill to both direct those under his authority and establish actions for groups to executeon command, such as bringing a ship to battle stations. This skill is only effective upon those under the Explorer’s authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual simply means that he does not follow the Explorer’s directions, though additional Degrees of Failure can indicate that individual accepts the task with no intention of actually doing it, or could even misinterpret the Degrees of Success or Failure will increase or decrease the time the orders, with three or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the and hear him, though this could be done remotely through a vox- or pict-caster, and use speak a common language. Skill Use: Half Action for simple commands, Full Action for more involved direction.


Commerce
Fel



The Explorer use the Commerce skill to build business ventures, negotiate contracts, and form trade networks. Commerce can be an Opposed Test, pitting the character’s Commerce Skill against one of several possibilities, depending on the situation at hand. For negotiations, the character Tests against her opponent’s Commerce Skill. If attempting to bilk an easy mark, it would be against the target’s Scrutiny Skill. It can also be a standard Skill Test, representing the knowledge of others acting specifically against the Explorer. Commerce is the main skill for utilising the Explorers’ Profit Factor to make Acquisitions (see page 271).


Common Lore (Imperium)
Int



The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success. Knowledge of the segmenta, sectors, and most well known worlds of the Imperium.


Common Lore (War)
Int



The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success. Knowledge of the segmenta, sectors, and most well known worlds of the Imperium.


Common Lore (Rogue Trader)
Int



The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success.Rogue Traders: Understanding of the most famed Warrants of Trade, their bearers, and the vessels carrying them throughout the Imperium.


Dodge
Agi



Use the Dodge skill as a Reaction to nullify a successful handto- hand or ranged attack. Success on the Skill Test means the attack has been avoided and deals no damage. See Chapter IX: Playing the Game for more information on Dodge. Skill Use: Reaction..


Evaluate
Int



The Explorer can use Evaluate to determine the approximate value of an object or group of items. Thus, the Skill can be Success on the Evaluate Test reveals the item’s Availability Modifier (see page 272). Additional Degrees of Success will give additional information about the objects. A failure results in the miscalculation of an item’s true value, with the degree of error increasing with each Degree of Failure. The GM should roll Evaluate Tests and only reveal what the Explorer believes to be true. The difficulty of the Test should be adjusted for the Explorer’s access to the item and the time allowed by the seller. Using Evaluate on large cargoes requires an Extended Test, though the Explorer can appraise single items in about a minute. Additionally, Evaluate can be used at the GM’s discretion to assist with determining the requirements for Endeavours (see page 277).


Forbidden Lore (Xenos)
Int



Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. Excessive knowledge of the hidden truths of powerful Navigator houses can be decidedly bad for one’s health for those outside the Navis Nobilite. A successful Forbidden Lore Test indicates the Explorer can recall basic information about the subject. The GM will reveal additional information as appropriate to the Degree of Success on the roll. Xenos: Knowledge of the minor and major alien species known to the Imperium, the threat they pose, and their general appearance.


Intimidate
Str/Fel



The Explorer uses Intimidate to pressure an individual to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated characteristic, the Explorer may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation.An Intimidate Test affects a number of targets equal to the Explorer’s Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. His targets must be able to see and hear him clearly, either in person or via pict- or vox-caster, and speak a common language. Skill Use: Full Action.


Literacy
Int

X

Literacy allows the Explorer to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases necessitate a Test. Skill Use: 1 minute for 1 page of text, roughly 750 words.


Scholastic Lore (Astromancy)
Int



Scholastic Lore grants the Explorer knowledge of a particularly complex or esoteric subject. A successful Skill Test allows him to recall necessary information or research a particular subject should appropriate reference material be readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain. Scholastic Lore Tests can identify things that fall within the Explorer’s area of expertise—a person, book, starship or machine spirit. A successful Skill Test within the realm of the character’s specialty reveals basic information about the object in question in accordance with the following table: Astromancy: A knowledge of stars, singularities, and the worlds around them, as well as theoretical understanding of how to use telescopes, astrolithic charts, and the like.


Speak(Low Gothic)
Int



You can speak the common tongue used in the whole Imperium.


Speak(High Gothic)
Int



The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations.



Talents


Talent Name
Description
Source


Ambidextrious
Prerequisites: Agility 30
This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The Explorer can use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
Bought


Air of Authority
The Explorer was born to command, either motivating or terrifying those under his charge. On a successful Command Test, the Explorer may affect a number of targets equal to 1d10 plus his Fellowship Bonus. This talent has no effect on hostile targets, and only affects NPCs.
Careerpath


Die Hard
Prerequisites: Willpower 40. Through either willpower or sheer stubbornness, the Explorer refuses to cross into shadow. When he suffers from blood loss, the character may roll twice to avoid death.
Trails and Travails


Unshakable Faith
The Explorer’s confidence in the Emperor and his abilities is so strong that he can face any danger. He may re-roll any failed Willpower Tests to avoid the effects of Fear.
Birthright


Peer (Ecclesiarchy)
The Explorer is adept at dealing with a particular social group or organisation. He gains a +10 bonus to all Fellowship Tests when interacting with the chosen group.
Motivation


Pistol Weapon Training (Universal)
Can Use pistol weapons
Careerpath


Pistol Weapon Training (Universal)
The Explorer’s fleet feet can propel him faster than his comrades. When taking the Full Move Action, the character can move an extra number of metres equal to his Agility Bonus. When taking the Run Action, he may double his movement for one Round. The Explorer gains one level of Fatigue if he uses this Talent two Turns in a row.
Blessed Scars - Lure of the Void


Melee Weapon Training (Universal)
Can use Melee Weapons.
Careerpath




Traits


Trait Name
Description
Source


Blessed Ignorance
Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on Forbidden Lore (Int) Tests.
Homeworld


Hagiography
: Widespread scriptures describing the lives—and, more importantly, the deaths—of the Emperor’s blessed saints and warmasters, and the sequence of endless wars, crusades, and terrors that make up history, grant Imperial citizens a comparatively wide knowledge of the Imperium of Man. Imperial worlders gain Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) as untrained Basic Skills.

Homeworld


Liturgical Familiarity
Surrounded as they are by the zealous and the faithful, Imperial citizens are accustomed to the tutelage of the Ecclesiarchy. Imperial world characters gain Literacy (Int) and Speak Language (High Gothic) (Int) as untrained Basic Skills.

Homeworld


Brook No Insult:
You will allow no serious offence to your honour and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence. You may take a Willpower Test to avert this ifyou wish, modified by the provocation and the consequences (set by the GM) of succumbing to your rage.
Trails and Travails


Blessed Scars
Blessed Scars: You gain +10 to Intimidate Tests and –10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common- Craftsmanship or a total of 300 xp to upgrade it to good-Craftsmanship)
Common locomotion bionics must be fully integrated into the spine and nervous system to function properly; basic models accomplish this without any loss of function over the human norm. Poor versions halve the character’s Movement Rates—round up—and such characters that attempt to run must succeed on an Agility Test or fall at the end of their movement. Good versions of these systems grant the owner the Sprint talent. In addition they add a +20 bonus to Tests made to jump or leap.
Lure of the Void


Blood will have blood
You gain your choice of the Die Hard or Paranoia Talent, and gain the Inquiry Skill (or, if you already possess it, increase it by one level).
Trails and Travails




Bought Advances

Spent Experience Points
7250/8000

Character Creation
-[4500] Basic Character Creation
-[300] Good Quality Bionic Pelvis (See traits)

Rogue Trader Advances
-[100] Simple Weapon Skill
-[100] Simple Intelligence
-[100] Simple Fellowship
-[250] Intermediate Weapon Skill
-[250] Intermediate Intelligence
-[250] Intermediate Fellowship

Rank 1 Rogue Trader
-[100] Awareness
-[100] Ciphers (RT)
-[100] Common Lore (RT)
-[100] Dodge


Rank 2 Rogue Trader
-[200] Forbidden Lore (xenos)
-[200] Intimidate
-[200] Command +10
-[200] Blather
-[200] Barter




Armoury, Belongings and Wealth

Armour and Weapons

Armour



Armour Name
Head
Body
Arms
Legs


NAME








Special Qualities
Description



… td]




Weapons

Missile Weapons


Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip
-


Name




[td]

[td]





Weapon Quality
Description


[td]Common-Craftsmanship
[/ td]


Special
Description





Weapon
Class
Damage
Pen
Range
ROF
Clip
Reload
Clip
-


Name











Melee Weapons


Weapon
Class
Damage
Pen
Special












Weapon Quality
Description


[td]
Cheap.. does nothing...


Special
Description


Power Field
Immune to being destroyed when enemy parries


Special
Description


Balanced
+10 to Parry





Other Belongings




Ammunition
Amount


Bullets
-





Item Name
Description


Micro Bead
A micro-bead or comm-bead is a short-range communication device worn in the ear, good for communication out to about one kilometre. Bad weather, dense terrain, and intervening rock or plasteel can greatly reduce this range, however.


Data-slate
Data-slates are commonplace in the Imperium, the primary means of storing and reading printed text and other media such as video or audio recordings. They are so cheap and easy to make that many contain a single media recording, such as text, and can only play that single file. Others can re record new information, or transmit and receive data from other devices.


Void Suit
These sealed suits are intended to preserve the wearer in the most hostile environments. A void suit incorporates a rebreather and allows the wearer to survive in vacuum. Many incorporate simple void-kits that include tether lines, voidsteel clamps, and similar small pieces of useful equipment. However, poor void suits may not adequately shield the wearer from the energies of the void over long periods of exposure, leading to sickness or death.



Wealth



Thrones
Income
Level Increase


-
-
-

Cilvyn
2022-03-07, 04:10 AM
Adalyn "Lynn" Montaro - Assassin



https://i.pinimg.com/originals/c4/4e/0f/c44e0f6fba3cff425a0cc7c19120d56f.jpg



"Innocence is an illusion”



Name
Adalyn Montaro


Homeworld
Voidborn


Career
Assassin


Rank
1


Divination
8





WS
BS
STR
TOU
AGI
INT
PER
WIL
FEL


30
47
30
30
27
30
32
30
27





Wounds
11/11


Fate Points
3/3


Insanity Points
1


Corruption Points
1



Speak Language (Low Gothic)(Int)
Awareness (Per)
Dodge (Ag)
Silent Move
Speak Language (Ship Dialect)

Treat as Basic Skill:
Navigation (Stellar)(int)
Pilot (spacecraft)(agi)
Forbidden Lore (Xenos)
Tech-Use




Talent Name
Description


Melee Weapons Training (Primitive)
Can Use primitive weapons without penalty.


Pistol Weapon Training (Las)
Can use Las pistols without penalty.


Pistol Weapon Training (SP)
Can use Solid Projectile Pistols without penalty


Basic Weapon Training(SP)
Can use Solid Projectile Basic weapons without penalty


Ambidextrious
You do not get the -20 for attacking with your secondary weapon.


Exotic Weapon Training (Needle Rifle)
Can use Exotic Weapons (Needle Rifle) without penalty td]


[td] Cold Trader Benefit
The character treats Forbidden Lore (Xenos) and Tech-Use as Basic skills







Trait Name
Description


Charmed
When you use a fate Point (Not burn one) roll a d10. On a natural 9 you regain the Fate Point.


Ill-Omened
You take a -5 penalty on all Fellowship tests made to interact with non-void born humans


Shipwise
Navigation (Stellar)(int) and Pilot (spacecraft)(agi) are basic skills for you.


Void Accustomed
You are immune to space travel sickness. In addition, zeo- or low-gravity enviroments are not considered Difficult Terrain for you





Advances Bought
[200] Cold Trader
[100] BS Training Simple
[250] BS Training Intermediate
[100] Agility Training Simple
[100] Silent Move
[100] Sound Constitution
[50] Unspent Experience]