Rogue Trader/NavigatorMordakai

From RPGnet
Jump to: navigation, search

Mordakai Jailo Sputzarzi Czkahn of House

The House Czkahn (an offshoot of the Cassini Lineage) has been a Nomadic house since before the Horus Heresy, with legends claiming ties to pre-Imperial Terran governments. A proud house of good reputation in the Navis, they nonetheless fell onto hard times five generations ago when a duel with Harkonna Chorda was lost, leaving the family destitute...by Navigator standards, at least. Having lost routes and wealth, they were forced deeper into the Kronus expanse. The family was scattered moreso than ever, and families were essentially forced into ships to keep their status and income.

Mordakai is the heir apparent for the Czkahn House, although that does mean he has a few centuries until Grandfather Sckelsi is expected to die. He and his sub-clan have been tied to the ship. Technically this is exactly what Mordakai would want to do--explore the uncharted reaches--but the fact that he has to do it grates. his main goal at this point is to find a way to fill the House Coffers, and possibly get enough to send a few assassins to take out a few Chorda bastards.

Presence Mordakai is a thin, gaunt man with chalk-white skin, a bald head, and a massive red beard. His eyes are normally covered by thick dark goggles, his third eye covered by a simple cloth. He wears massive robes in the family colors of dark green and beige. He appears to be gruff and mean, but it's out of understanding that he makes normals uncomfortable by his presence.

Origin Path Homeworld: Void Born Birthright: Fringe Survivor - Survivalist (300xp) Lure of the Void: Hunter - Hunted (50xp) Trials and Travails: Press-Ganged Motivation: Fortune Career: Nomadic House Navigator (House Cassini) Lineage: A Proud Tradition - Heir Apparent (100xp)

Characteristics WS 25 + 5 (30) BS 25 + 15 (40) S 25 -5 Void Born (20) T 25 + 15 (40) Ag 25 + 15 (40) Int 25 + 20 (45) Per 25 + 20 +3 Survivalist +3 Hunted (51) WP 25 + 15 (40) Fel 25 + 5 (30) Fate: 4 (7) +1 Survivalist +1 Fortune = 6 Wounds: 1d5+8 (13) Insanity: 1d5+1 Survivalist Corruption: 0

Skills Common Lore (Koronus Expanse, Navis Nobilite) (Int) Forbidden Lore (Navigators, Warp) (Int) Literacy (Int) Navigation (Stellar, Warp) (Int) Psyniscience (Per) Scholastic Lore (Astromancy) (Int) Speak Language (High Gothic, Low Gothic, Ship Dialect) (Int) Scrutiny (Per) Survival (Int)

Talents Navigator Pistol Weapon Training (Universal) Talented (Psyniscience, Navigation (Warp))

Rival (Chorda Dynasty) Enemy (Chorda Dynasty) Good Reputation (House Visscher) Good Reputation (Winterscale Dynasty)

Paranoia

Traits Charmed: The void born are touched by the fickle powers of the warp, making them preternaturally lucky. Whenever a void born character spends a Fate Point (though not if he burns one), roll a 1d10. On the roll of a natural 9, the Fate Point is not lost.

Ill-omened: Whether because of their strange looks, clannish ways, or unwholesome air, the void born are shunned and mistrusted by most. In addition, the void born are most likely to attract any negative attention that the party of Explorers creates—accusations of deceit in trade, disgruntled negotiators, mobs armed with stones, and so on. Because of this, void born characters suffer a –5 penalty on all Fellowship Tests made to interact with non-void born humans.

Shipwise: Birthed in the depths of a voidfaring craft, the void born have a natural affinity for such vehicles. As a result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are untrained Basic Skills (instead of Advanced Skills) for void born characters.

Void Accustomed: Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity. They are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for void born characters.

Lore of the Wanderer: The Navigator has an ingrained affinity with passage between distant and uncharted stars and gains the Talented (Navigation (Warp)) Talent.

A Taste for the Warp: Living in constant contact with the veil between real space and the warp, the Navigator can read it like few others. The Navigator can spend a Fate Point to automatically succeed in using a Navigator power; if degrees of success are relevant to the effects of the power, he will succeed by 1d5 degrees of success with 5 counting as 0 degrees of success.

Scorn of Dirt Dwellers: Those that have roamed the void for so long feel uncomfortable in the cultures of dirt dwellers and usually cannot wait to return to space. Whenever the Navigator is on a planetary body and must deal with locals he suffers a –10 to all Fellowship tests and skills based on Fellowship.

Navigator Mutation 99 - Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10.

Navigator Power

The Lidless Stare If a Navigator opens his warp eye fully, anyone gazing into its depths will witness the power and mind breaking unreality of the warp. In an instant, they witness the chaos boiling beneath the skin of existence and for many, it is the last thing they ever see.

Novice: The Navigator makes an Opposed Willpower Test with anyone looking into his Warp Eye. Make a single test for the Navigator and compare it to the results of each of his opponents. If the Navigator achieves more degrees of success, the opponent suffers 1d10+ the Navigator’s Willpower bonus in Energy damage. This damage is not reduced by armour or Toughness Bonus. Anyone taking damage from this power is also Stunned for 1 round as they are ripped with agony. Using this power is taxing and inflicts a level of Fatigue on the Navigator. If the Navigator fails this Test by one degree of failure or more, he suffers two levels of Fatigue.

Tracks in the Stars When a ship travels though either real space or the warp it leaves a faint trail, the lingering shadow of its warp drive. Using his third eye, the Navigator can follow this trail across the stars.

Novice: Using Perception, the Navigator can track the warp trail of a ship through real space in the same way as if he was using the Tracking skill (see page 88). To track a warp trail, it can be no older than the Navigator’s Perception Bonus in weeks, although the size and power of the vessel involved may mitigate this.

Stacking The Deck Navigators, by their training, are taught the basics of starship naval combat. Navigators are also able to perceive flickering shadows of possible future events. By peering into the streams of time and space and studying the currents and eddies of the warp, the Navigator can attempt to position his vessel for a more optimum firing solution, angle it such a way that the ship’s armour is able to better deflect an incoming attack, or even point the ship in the best direction for a tactical retreat.

Novice: The Navigator makes a Difficult (–10) Perception Test. If the Test succeeds, he may add his Intelligence Bonus x5 to any Manoeuvre Action or single Ballistic Skill Test to fire the starship’s guns.

Gear Acquisition: Good Craftsmanship Navis Prima

Best-Craftsmanship hellpistol Best-Craftsmanship metal staff Best-Craftsmanship xeno-mesh armour Emperor’s tarot deck Silk headscarf Nobilite robes Charm Micro-bead