Solarus

From The Z-Team Wiki
Revision as of 21:19, 6 November 2021 by Benji (talk | contribs) (→‎Talents)
Jump to navigation Jump to search
Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
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
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore
Solarus in his power armor and psychic hood.

Vitals

Name: Jorin Solarus

Rank: Ships Astropath
Race: Astropath
Gender: Male
Age:
Date of Birth: ???

Place of Birth:

Height:
Weight:
Build:
Eyes: Entirely Black
Hair: Bald and scarred

To Be completed later...

Quote

"You will have to do without me. Try to make do." "I do not like this plan anymore." -Solarus responds to Brother Winter

Background

Abilities

Talents

  • Peer (Insane, Astropaths): Gain a +10 to FELlowship tests when interacting with those groups
  • Pistol Weapons Training (Universal): Can use any pistol class weapon without penalty
  • Melee Weapons Training (Universal): Can use any melee class weapon without penalty
  • Heightened Senses (Sound): Gain a +10 to any tests specifically involving this sense
  • Rit of Sanctioning (Psy Discharge): When a Psychic Phenomena occurs and a Perils of the Warp does not occur, I can choose to have the named phenomena occur instead
  • Dark Soul: Take only half the penalty when rolling any malignancy tests
  • Sound Constitution x10: increase wounds by 1 per (10 total)
  • Resistance (Psychic Power): Gain a +10 bonus when making tests to resist the stated event
  • Armour of Contempt: When he gains corruption, he reduces it by 1 (minimum 0); with a WillPower test he can ignore the effects of accumulated corruption points for 1 round
  • Hatred (Daemons): Gain a +10 to weapons skill tests made against the stated group
  • Strong Minded: May re-roll failed WillPower tests to resist any Psychic Techniques that effect his mind.
  • Infused Knowledge: gains a +10 to any Common or Scholastic Lore he possesses, and treats all other Common or Scholastic Lore as Basic Skills that can be used untrained
  • Favored by the Warp: May re-roll on the Psychic Phenomena Table, taking the better result, when the Psychic Phenomena is caused by a Focus Power Test
  • Iron Jaw: If stunned may roll a Toughness check to ignore the effects
  • Warp Sense: can view the Warp and Reality in parallel with concentration; makes Psynicience checks as Half Actions instead of Full Actions
  • Talented (Psyniscience): gains a +10 to the stated skill
  • Bastion of Iron Will: Doubles Defensive Psy rating on opposed tests involving Psyniscience or Phychic Techniques
  • Improved Warp Sense: May use Psyniscence as a free action.
  • Blind Fighting: Reduce all penalties from obscured vision by half.
  • Sure Strike: When I hit I may choose whether it hits the location determined by the dice, or reverse the 10s and 1s places.
  • Jaded: Outrageous events no longer cause insanity points, or fear tests, but Terrors of the Warp still do so.
  • Polyglot: Treat all Languages as Basic Skills, but tests using this talent suffer a -10

Traits

  • Charmed: When spending a Fate Point, roll 1d10. If rolled a 9, Fate Point is not lost
  • Ill-omened: -5 to Fellowship Tests with non-void born humans
  • Shipwise: Navigation (Stellar) and Pilot (Spacecraft) are Basic skills
  • Void Accustomed: Do not suffer from space travel sickness, low and zero-gravity environments are not Difficult Terrain
  • Soul Binding: Astropaths gain a +20 to his WillPower when resisting possession, any opposed WillPower test against a Daemon, or whenever making a WilllPower test to resist any Talents, Psychic Power, Special Ability, or other effect originating from a Daemon. When rolling Perils of the Warp roll an additional d10 and may discard any one d10 for a more favorable result
  • PSY rating 7

Mutation

  • Feels No Pain: Gains +5 wounds and Iron Jaw talent

Psychic Powers

Psychic Discipline

  • Telepathy
  • Telekinesis
  • Divivnation

Psychic Techniques

  • Short Range Telepathy
  • Beacon
  • Mind Link
  • Force Bolt
  • Telekinetic Crush
  • Telekinetic Shield
  • Death Grip
  • Psycho-Kinetic Mist
  • In Harms Way
  • Foreshadow
  • Augury
  • Divining the Future
  • Precision Telekinesis
  • Levitate

Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
52 52 34 40
••• •••
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
43 65 38 68 31
•• •••• ••••

Experience and Derived Characteristics

Wounds Armour Fate Points XP Spent XP to Spend Corruption Insanity
27 8(3)+4 [+?] 3 29000 0 9 31

Movement

Half Move Full Move Charge Run
4 8 12 24
Base Leap Base Jump
4 m 80 cm

Skills

Basic Skills

Skill B T +10 +20 Bonus
Awareness (Per) X X +10(snd)
Barter (Fel) X
Carouse (T) X
Charm (Fel) X
Climb (S) X
Command (Fel) X
Commerce (Fel) X
Concealment (Ag) X
Contortionist (Ag) X
Deceive (Fel) X
Disguise (Fel) X
Dodge (Ag) X X X
Evaluate (Int) X
Gamble (Int) X
Inquiry (Fel) X
Intimidate (S) X
Logic (Int) X
Scrutiny (Per) X X
Search (Per) X
Silent Move (Ag) X
Swim (S) X

Advanced Skills

Skill B T +10 +20 Bonus
Ciphers (Int) X X
Common Lore: All Others (Int) X
Common Lore: Adeptus Telepathica (Int) X X +10
Literacy (Int) X X
Forbidden Lore: Warp (Int) X X X X
Forbidden Lore: Psychers (Int) X X X X
Invocation(Wp) X X X X
Navigation:Stellar(Int) X
Pilot:Space Craft(Ag) X
Psyniscience (Per) X X X X +10
Scholastic Lore: Cryptology (Int) X X +10
Scholastic Lore: Occult (Int) X X +10
Scholastic Lore: All Other (Int) X
Sleight of Hand (Ag) X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Speak Language: Ship Dialect (Int) X
Speak Language: All Other (Int) X

Wargear

Weapons

  • Inferno Pistol (S/-/-; Range 10m; 4d10+8 E; Pen 13; Clip 3; Reload Full; 2.5kg)
  • Wytchblade (1d10+5; Pen 3xPsy; Power Field, Balanced, Triple Strength)
  • Archeotech Laspistol (S/3/-; Range 90m; 1d10+3 E; Pen 2; Clip 70; Reload Full; Reliable, Accurate; 4kg)
  • Bolt Pistol (S/2/-; Range 30m; 2d10+5 X; Pen 4; Clip 8; Reload Full; Tearing ; 3.5kg)

Protective

  • Heavy Power Armor (All: 8, add +20 to Strength, increase size to Hulking)
  • Dark Cloak of Unknown Beast (3 points of Armour that ignores the penetration of heat based weapons)
  • Refractor Field (PR 30, Overload 1-5)
  • Coversion Field (PR 50, Overload 1-10, when more than 12 points of damage absorbed acts as flash bomb)

Equipment

  • Psyfocus
  • Psychic Hood