Zygmund Orthesian

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Essentials

Name: Zygmund Arochias Orthesian
Career: Astropath Transcendent (Rank 1)
Home World: Imperial
Motivation: Renown
Description: A man of average height, Zygmund is fit but not augmented. His skin is fair, he is bald, and his eyes are green-irised and dead. Black line tattoos adorn his face, head and neck. He dresses either in traditional swaddling Astropathicus hooded robes, which hide his features completely, or well-made but functional jerkins and trousers designed for utility.

Characteristics

Score History
WS 45 -
BS 25 -
S 35 -
T 35 -
Ag 35 -
Int 48 40 +3 +5
Per 40 -
WP 48 40 +3 +5
Fel 30 -

Scores

Movement 3/6/9/18

Initiative +3
Wounds 8
Damage 0
Fate Points 3
Fortune Points 3
Insanity Points 4
Corruption Points 0

Traits

  • Blessed Ignorance
  • Hagiography
  • Liturgical Familiarity
  • Wyrdling
  • The Ashes of War
  • The Face of the Enemy
  • Soul-Bound to the Emperor
  • See Without Eyes

Trained Skills

Awareness (Per) 40%
Common Lore (Adeptus Astra Telepathica) (Int) 48%
Forbidden Lore (Psykers) (Int) 43%
Forbidden Lord (Warp) (Int) 43%
Invocation (WP) 48% (58% with psy-focus)
Psyniscience (Per) 40%
Scholastic Lore (Cryptology) (Int) 48%
Scholastic Lore (Occult) (Int) 48%
Sleight of Hand (Ag) 35%
Speak Language (High Gothic, Low Gothic) (Int) 48%

Untrained Basic Skills

Barter (Fel)
Carouse (T)
Charm (Fel)
Climb (S)
Command (Fel)
Concealment (Ag)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Evaluate (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Logic (Int)
Scrutiny (Per)
Search (Per)
Silent Move (Ag)
Swim (S)
Common Lore (Imperial Creed) (Int)
Common Lore (Imperium) (Int)
Common Lore (War) (Int)
Literacy (Int)

Talents

  • Melee Weapon Training (Primitive)
  • Hatred (Chaos Worshippers)
  • Heightened Senses (Sound)
  • Pistol Weapon Training (Universal)
  • Psy Rating 3
  • Peer (Inquisition)
  • Rite of Sanctioning (Hoarfrost)

Psychic Disciplines

Telepathy Discipline (Basic Technique: Thought Sending)
-Technique: Astral Telepathy
-Technique: Mind's Eye
-Technique: Mind Link
Telekinesis Discipline (Basic Technique: Mind over Matter)
-Technique: Telekinetic Crush
-Technique: Telekinetic Shield

Gear

Weapons

Ranged

Best-Craftsmanship Stub Automatic (Range 30m, RoF S/3/-, Dam 1d10+3 I, Pen 0, Clip 9, Rld Full, Wt 1.5)
-Optional Silencer (Wt 0.5)
Overcharged Laspistol (Range 30m, RoF S/-/-, Dam 1d10+3 E, Pen 0, Clip 15, Rld Full, Reliable, Wt 2)
Smoke Grenades (Range 9m, Smoke, Wt 0.5)

Melee

Precor Imperator, Sanctified Lathe-blade Force Sword (Dam 1d10+9 R, Pen 6, Balanced, Force Weapon, Holy, Lathe-blade +10 WS, Wt 3.5)

Focus Time: Free Action; Focus Power Test: Opposed WP; Sustain: No; Range: Target hit with weapon
In addition to normal Damage, whenever a psyker damages an opponent, he or she may, as a Free Action, channel psychic force and killing will into the blade. The wielder and victim make Opposed Willpower Tests. For every degree of success, the force weapon's wielder deals an additional 1d10 points of Damage ignoring the victim's Armour and Toughness Bonus.

Best-Craftsmanship mono-sword (Dam 1d10+4 R, Pen 2, Balanced, Wt 3)
Knife (Dam 1d5+3 R, Pen 0, Primitive, Wt 0.5)

Armour and clothing

Guard Flak (AP 4, All, Wt 11)
Leather Coat (AP 2, Primitive, Arms; Body; Legs, Wt 7)
Astropathicus Robes (Common-Craftsmanship)
Functional clothing (Common-Craftsmanship)

Other

Charm (crystal skull token)
Microbead
Psy-focus (Silver Aquila badge)
Chrono
Backpack
Void suit
Clip/drop harness
Filtration plugs
Data-slate

Carry 45kg, Lift 90kg, Push 180kg

Experience and Advances

  • Wyrdling (200)
  • Basic WP (100)
  • Basic Int (100)
  • Scholastic Lore (Occult) (100)
  • Forbidden Lore (Warp) (100)
  • Rite of Sanctioning (500)

Experience Spent 6100
Experience Unspent 0

Background

Zygmund was a psyker in a Radical Inquisitor's stable of acolytes. Inquisitor Velmoth had seconded him away from the Black Ship - suspending his processing after the initial sanctioning, so that he was never assigned to an Adeptus. Velmoth preferred to work with young, promising talents, before they became calcified in the dogma of the possible, and so many of his acolytes were drawn initially from the ranks of trainees of the various other Imperial bodies who showed great promise.

When Velmoth was eventually found to have transgressed too far in his use of nonhuman technoscience and slain by an Ordo Hereticus enforcer, those in his employ were vetted and, if found free of Velmoth's tainted influence, returned whence they came. Thus Zygmund' psy-processing was completed and he was transported to Holy Terra and shown the unbridled glory of the Emperor's holy light, becoming an Astropath.

His experiences in Velmoth's employ made him a strange Astropath, however, and he longed for the life of adventure and achievement that was denied him. His powers, greater than most neophyte psykers', saw him become an Astropath Transcendent at a young age for the role, and he wasted no time in building up a reputation amongst those traders and ship's captains who flew the most interesting voyages.

The Fragments in Pschent drew him like a moth to a flame, and now all he needs is someone who's willing to take him out there - and not get killed in the process.

-Zygmund was loyal to Velmoth, and regrets his demise, but no longer considers himself connected to the Inquisition.

-Zygmund does not share Velmoth's zeal for adopting the techniques of nonhumans, but neither is he as horrified by the idea as many Imperials would be.

-He always insists that his contract permit him the option to accompany any explorer-teams that are assembled unless vetoed by the Captain themselves.

-While employed by Velmoth he trained in the use of the force sword, becoming skilled in its use. He has never really enjjoyed the tasks of the Astropath, preferring to turn his psychic talents to less subtle means than only telepathy.


The heart of the galaxy is an ancient place, full of elderly stars, the wrecks of many invasion fleets and the graves of empires that were old when Earth was newborn. Anything could lie here, undisturbed for millenia, and there are no shortage of legends to this effect. Some speak of virgin paradise worlds or alien relics of godlike power, others speak of curses, hateful xenos, and vengeful ghosts that fall upon would-be explorers. What stories have you heard of the wonders or horrors waiting to be found within the core?
Zygmund, in his role as an Astropath, has heard a great many things. He's heard tell of planets where precious gemstones grow into naturally enchanting spindled structures dozens of feet high, and when the planet's rising suns strike them the kaleidoscopic rainbow of colours can blind a man or send him mad. He's heard of a xeno race, small in stature and with a peaceful culture millennia behind the Imperium, which appear as purple-skinned apes with human faces and the power to swim through dreams. He's heard of an area of space, lightyears away from any system, where the remains of a cataclysmic battle between two or more unknown xeno races ended in complete destruction for both fleets; alien ships hang in the infinite blackness, rich with xenotech, but the whole area, thousands and thousands of kilometres across, is seeded with still-active and very dangerous xeno-weapons that seem to home in on sentient minds. He's heard of a system with days and nights no longer than a standard hour each, with lifeforms that live at an accellerated rate almost impossible to see.

In the week before arrival at Pschent, some of the crew have experienced strange dreams, heavy with symbolism and confusing imagery, that seem to offer a glimpse of the future and their fate in this sector. This could simply be coincidence, a meaningless quirk of the warp, or something else. If you have had such a dream, what was contained within?
Zygmund is often plagued by strange dreams. His training lets him ignore most of them. One that he remembers begins in blackness. Tiny lights become distinguishable, until they become stars, hanging in the void of space all throughout the sector, thousands and thousands of them each a tiny pinpoint. After a while, something attracts his attention. A pinpoint flickers and goes out. Then another. Soon swathes of space lie lightless and dead, and the entropy expands, devouring stars until he knows that one of the extinguished stars is where he is. Then he wakes up. He's had it more than once, and the pattern is always the same, but he's no Navigator and isn't able to recognise the star patterns.

What is your greatest wish? Even for such vaunted people as yourself, desire is bottomless. Do you dream of fortune, power, a dynasty, or something else that money cannot buy?
Zygmund knows that psykers are poorly favoured in the Imperium, but his time in the employ of the Inquisition showed him that what he wants is to defend Mankind and be recognised in the annals of history as a man who carved his own destiny and, in some way, made the galaxy a little better for the race of Man.