Brother Winter

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Rogue Trader: Drake Dynasty
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GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
High Factorum August
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
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Rival Rogue Traders
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Rogue Trader Timeline
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Guide and Lore
Winter.jpg

Vitals

Name: Winter Xanatov

Rank: Novitiate / Master-at-Arms
Race: Adeptus Astartes
Gender: Astartes (Originally male)
Age: 25
Date of Birth: <EXPUNGED>

Place of Birth: <EXPUNGED>

Height: 7'3"
Weight: 800 lbs.
Build: Extremely Muscular
Eyes: Blue
Hair: Black

"Redeem them with sword and fire!"

Background

Winter was originally born as Winter Xanatov on the Hunter Destroyer [REDACTED] belonging to the Star Knights Adeptus Astartes. It wasn't known then that the child would become both the future savior and pariah of the Chapter.

After being selected to become an Aspirant, the young Winter competed against the other Aspirants in the Gauntlet, which required going through the Bilges of the Battle Barge Sentinel clad in only a simple tunic and no weapons. Two-hundred underwent the trial, only three came through weeks later. Winter was the first, coming out wearing an exo-skeleton carved from some great beast for armor, and a giant claw attached to a steel pipe with wiring for a spear.

From that point on, Winter and the other two Aspirants, Korla and Dmitri worked together as not just a squad, but as friends. For within the Star Knights, there was no stronger bond than that between Battle-Brothers.

Then the Orks came, shortly after the three were implanted with the organs that would eventually turn them into Angels of Death. Even though they were barely Initiates, the three fought alongside their Chapter Master of Recruits in the way that legends are formed. The Ork Waaaaagh! was severely blunted by the Star Knights Chapter, easily picked off by the remaining elements of the Imperial Navy. Only one Marine survived the battle, and that was Winter.

Taking the Helm and Chainsword relics of his Chapter, his quest was to find the remnants of his Chapter and return the sacred items to them. In his wanderings, he came upon a Rogue Trader who frequently travelled the Expanse. Drake also had the potential to be one of the greatest Rogue Traders in not just the Expanse, but possibly in the Sector.

Winter has since rediscovered his Chapter and his implants have come completely online, transforming him into an Angel of Death. But due to an irregularity within the Chapter, he was not allowed to rejoin the ranks of his Battle-Brothers, something that bothers him to this day. Until he figures out what to do, he will continue to serve as Lord-Captain Drake's Master-at-Arms and personal bodyguard, serving with distinction amongst the crew. Although he longs to serve with his brethren and fight against the Emperor's enemies, he follows his duty.

Star-knights.jpg

Talents and Traits

Talents

  • Ambidextrous
  • Bulging Biceps
  • Heightened Senses (Hearing, Sight)
  • Killing Strike
  • Nerves of Steel
  • Quick Draw
  • Resistance (Psychic Powers)
  • True Grit
  • Unarmed Master
  • Rapid Reload
  • Exotic Weapon Proficiency: Hellblade
  • Counter-Attack

Traits

  • Astartes Weapon Training
  • Unnatural Strength (x2)
  • Unnatural Toughness (x2)
  • Bolter Mastery
  • Master of Arms (Accurate, Tearing)
  • No Quarter Given (+3 WS, Counter-Attack)

Attributes

Characteristics

Weapons Skill 50*   Ballistic Skill 48*   Strength 50
Toughness 50   Agility 44*   Intelligence 43*
Perception 38   Willpower 42*   Fellowship 48*

Space Marine Organs

  • Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness Traits.
  • Larraman’s Organ: You do not suffer from Blood Loss.
  • Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time.
  • Preomnor: You gain +20 to Toughness Tests against ingested poisons.
  • Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
  • Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
  • Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
  • Sus-an Membrane: You may enter suspended animation.
  • Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
  • Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
  • Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
  • Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
  • Progenoids: These may be retrieved with a successful Medicae Test.
  • Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.

Power Armor Abilities

  • AP 8 to all locations, AP 10 on Torso
  • Servo-Augmented Musculature: +20 Strength
  • Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio signs, it can administer pain suppressors, combat stims and anti-toxins. This provides the following benefits:
    • +10 to tests resisting the Toxic quality and similar Poison effects.
    • The pain suppressor reservoir has a total of six doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Built-in Vox Link
  • Built-in Magboots
  • Nutrient Recycling: Can operate for two weeks without re-supply
  • Recoil Suppression: May fire Basic weapons 1-handed without penalty
  • Size: Hulking (Black Carapace means no bonus for enemies to attack)
  • Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
  • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed

Skills

  • Awareness (Trained)
  • Barter
  • Carouse
  • Ciphers: Chapter Runes (Trained)
  • Climb (Trained)
  • Command (Trained)
  • Common Lore: Adeptus Astartes, Imperial Navy, Imperium, War (Trained)
  • Concealment (Trained)
  • Contortionist
  • Deceive
  • Disguise
  • Dodge (Trained)
  • Drive: Ground Vehicles (Trained)
  • Evaluate
  • Forbidden Lore: Adeptus Astartes (Trained)
  • Gamble
  • Inquiry
  • Intimidate
  • Literacy (Trained)
  • Logic
  • Navigation: Surface (Trained, thank the Emperor!)
  • Scholastic Lore: Codex Astartes (Trained)
  • Scrutiny
  • Search
  • Silent Move (Trained)
  • Speak Language: High Gothic, Low Gothic (Trained)
  • Survival (Trained)
  • Swim
  • Tactics: Assault (Trained) +10
  • Tech-Use (Trained)
  • Trade: Armorer (Trained)

Wargear

  • Astartes Combat Knife
  • Astartes Chainsword
  • Hellblade (To be named later)
  • Godwyn-Pattern Astartes Boltgun
  • Arm-mounted Astartes Storm Bolter
  • Black Templar Astartes Storm Shield
  • Archeotech Auspex