Factor Carnelia Lamarr
Passions are not a variable in the social equation - they are the constent.
Rogue Trader: Drake Dynasty | |
---|---|
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 Albion • Abhorrent Fortuitous Purpose • Penance of Iocanthos | |
Drake Trade Empire | |
Damaris • Scintilla • Kulth Svard • Dross • Aurum Sepheris Secundus • Tennenberg Killian's Rest | |
Drake Expeditions | |
Open Missions | |
Grand Endevours | |
Personnel | |
Magistrates • Retainers Militants Svard 1st • Stormtroopers House Drake Expeditionary Army | |
Assets | |
Materiel Aerospace Craft • Ground Vehicles | |
Armoury Wargear • Relics and Artifacts | |
Other Estate Secrets and Contacts • Awards and Honors | |
The Galaxy | |
Locations Calixis Sector Koronus Expanse • Periphery Subsector Personalities Peers of the Imperium Rival Rogue Traders | |
Utilities | |
Rogue Trader Timeline House Rules Guide and Lore |
Background
Carnelia Lamarr was born to a powerful manufactorum noble on the ocean world of Landunder, in the upper echelons of the floating hivecity of Subrique. At the time of her birth, Subrique was the defacto capital of the planet and an extremely wealthy city. Driven by ambition that outstripped his means, Carnelia’s father eventually bartered his daughter to the Mechanicum to secure authorized manufactorum prints. For a while, the Lamarr family grew exponentially more influential on Subrique even as Carnelia was being forged by the Mechanicus into her new form as a Factor.
However, that all changed after the "Zantalov Bargin", a mysterious negotiation that resulted in planet's entire Margin Crusade tithe being drawn as drafted recruits from the population of Subrique hive alone. While the Lamarr Family itself avoided being pulled, they lost nearly their entire workforce. Stubborn and defiant, Master Lamarr attempted to salvage his industrial estate but was to far leveraged to triumph against a spire worth of equally desperate foes. The struggle ended when the entire Lamarr family was found the victims of the structural collapse of their spire, officially caused by to-often-defered maintenance against the ravages of the caustic ocean.
The sole off world scion of the family, Carnelia inherited the noble title and holdings of her family, as sparse and ephemeral as they now are. Such imperial trappings, however, did not absolve her of the debt to the Mechancus, nor did the nature of it’s arrival do much to encourage her to pursue it with particular passion. With logical efficiancy befitting her training and the numerous contacts she made as part of her function, she absolved the local demands and installed an Seneschal of her own to manage the remains of the estate, now focused on suppling those who keep the skeleton of a hive afloat, the proceeds of which she funnels to her own researches and passions.
Vitals
Name: Carnilia Lamarr Rank: Tech-Priest Factor, Enginseer Prime |
Place of Birth: Landunder Height: 5'9" |
Background
Forge World, In Service to the Cog (Tithed), Duty Bound(, New Horizons (Xeno-Archanist), Product of Upbringing (Decadent), Knowledge (Knowledge is Power), Explorator, Disgraced (Last Child)
Traits
- Stranger to the Cult: -10 Penalty to Imperial Creed, -5 Penalty on Fellowship Tests with Ecclesiarchy in formal settings.
- Decadent: +5 Charm Tests (included below)
- Fabricated Flesh: Hard Scrutiny to notice Mechanicus Cybernetics
- Factor Training: +5 Fellowship with Imperial Citizens
Attributes
Characteristics
Weapon Skill (WS) | Ballistic Skill (BS) | Strength (S) | Toughness (T) | |
30 | 35 | 30 | 30 | |
Agility (Ag) | Intelligence (Int) | Perception (Per) | Willpower (WP) | Fellowship (Fel) |
30 | 53 | 45 | 40 | 50 |
•• |
Experience and Derived Characteristics
Wounds | Armour | Fate Points | XP Spent | XP to Spend | Corruption | Insanity |
9 | 3 | 15,625 | 0 |
Movement
Half Move | Full Move | Charge | Run |
3 | 6 | 9 | 18 |
Skills
Basic Skills
Skill | B | T | +10 | +20 | Bonus |
Awareness [Per] | X | X | X | ||
Climb [Str] | X | ||||
Consealment [Ag] | X | ||||
Contortionist [Ag] | X | ||||
Disguise [Fel] | X | X | |||
Dodge [Ag] | X | X | |||
Evaluate [Int] | X | ||||
Gamble [Int] | X | ||||
Scrutiny [Per] | X | X | |||
Search [Per] | X | ||||
Silent Move [Ag] | X | ||||
Swim [Str] | X |
Social Skills
Skill | B | T | +10 | +20 | Bonus |
Barter (Fel) | X | X | |||
Blather (Fel) | X | X | X | ||
Carouse (T) | X | X | |||
Charm (Fel) | X | X | X | +5 | |
Command (Fel) | X | ||||
Deceive (Fel) | X | X | X | ||
Inquiry (Fel) | X | X | X | ||
Intimidate (Fel) | X |
Advanced Skills
Skill | B | T | +10 | +20 | Bonus |
Drive (Land) [Ag] | X | X | |||
Logic [Int] | X | X | X | ||
Literacy [Int] | X | X | X | ||
Medicae [Int] | X | X | X | X | |
Navigate Surface [Int] | X | X | |||
Tech Use [Ag] | X | X | X | X | +10 |
Trade (Armorer) [Int] | X | X | |||
Trade (Technomat) [Int] | X | X |
Lore Skills
Skill | B | T | +10 | +20 | Bonus |
Archeotech (Forbidden) [Int] | X | X | X | ||
Adeptus Mechanicus (Forbidden) [Int] | X | X | X | ||
Bureaucracy (Scholastic) [Int] | X | X | |||
Chymastry (Scholastic) [Int] | X | X | |||
Cryptology (Scholastic) [Int] | X | X | |||
Heraldry (Scholastic) [Int] | X | X | |||
Imperium (Common) [Int] | X | X | |||
Imperial Creed (Scholastic) [Int] | X | X | -10 | ||
Koronus Expanse (Scholastic) [Int] | X | X | |||
Machine Cult (Common) [Int] | X | X | X | X | |
Technology (Common) [Int] | X | X | X | ||
Xeno (Forbidden) [Int] | X | X |
Talents
Technical Talents
- Binary Chatter - Lamarr has optimized her use of Techna-Lingua for controlling servitors. She receives a +10 bonus to any attempt to communicate with Servitors, and any vessel upon which she serves receives a +1 bonus to Crew Morale due to increased servitor efficiency.
- Foresight - By spending ten minutes analyzing a problem, Lamarr gains a +10 bonus on her next intelligence test.
- Mimic - After studying a voice for an hour, Lamarr may perfectly mimic it, requiring a (-10) scrutiny test to penetrate the deception. (+0 if only recordings were studied)
- Technical Knock - Lamarr may unjam any gun as a half action (1 weapon per round).
True Flesh Talents
- Flesh is Weak - Gain the Machine (1) Trait. Does not Breathe, Immunce to vacuum, extream cold and mind-influencing psychic effects. Gains +1 armor which applies against fire damage.
- Rite of Awe - The Omnissiah has blessed Lamarr's voice with infrasonic liturgies that trigger awe and fear. All humans within 50m feel dread and suffer a -10 to their next skill test unless they pass a Willpower (+0) test. While reciting the liturgy, Lamarr may not otherwise communicate. Unless the target can hear in the infrasonic range, they will not know it is Lamarr speaking.
- Feedback Screech - Lamarr may haywire her vox synthesizers, causing a blast of noise that shocks and distracts. All unprotected creatures within 30m must make a Willpower Test (+0) or loose a half-action on their next turn.
- Electro Graft Use - Lamarr may use her Electro Graft to access data ports and commune with Machine Spirits. This grants a +10 Bonus to Common Lore, Inquiry or Tech-Use while connected to a data port.
- Lumen Blast - By reciting the proper litany, Lamarr may direct energy from her Potentia Coil to her enemies. As a half-action and with success on a Ballistic Skill (+0) test, she deals 1d10+4 energy damage to a target within 10m. When using this ability, Lamarr must pass a Toughness (+0) test or gain a level of Fatigue.
- Lumen Charge - Lamarr may recharge an object by making a Toughness Test (see chart). When using this ability, Lamarr must pass a Toughness (+0) test or gain a level of Fatigue.
- Ferric Lure - Lamarr may cause an unsecured metal object, up to 4kg and within 20m, to fly to her hand. This is a full action and requires a willpower (+0) test.
- Logis Implant - Lamarr may use her analytical circuits to calculate trajectory to a preternatural extent. By consuming her Reaction and succeeding a Tech-Use (+0) check, the character gains a +10 to BS and WS for a round. When using this ability, Lamarr must pass a Toughness (+0) test or gain a level of Fatigue.
Personality Talents
- Decadence - Through Conditioning, Lamarr has built up a tolerance to many inebriates, drugs and chemicals. When drinking alcohol or similar beverages, she does not pass out until she has failed a number of Toughness Tests equal to twice her Toughness Bonus. She also gains a +10 bonus to resist the effects of addiction.
- Master Orator - Lamarr has learned the techniques required to influence audiences. Her Fellowship Tests and Fellowship-Based Skill Tests affect 10 times the normal number of targets.
- Talented: Tech Use - Lamarr gains a +10 bonus on Tech-Use Checks.
- Total Recall - Lamarr has a perfect memory. She automatically remembers trivial facts. Detailed, complex or obscure facts may require intelligence tests.
- Unshakeable Faith - May Reroll Fear Tests.
Cybernetic Talents
- Sprint - When taking a full move, she may move an extra distance equal to her agility bonus. When taking the run action, she may double her movement. She gains a level of fatigue if this ability is used for two rounds in a row.
- Hightened Senses - Gain a +10 bonus to tests specificly involving this sense.
- Autosanguine - When being healed, this character is always considered lightly wounded, and naturally heals 2 damage per day.
Social Talents
- Peer (Administratum) - Lamarr is adept at dealing with this organization. She gains a +10 bonus when interacting with this group.
- Peer (Government) - Lamarr is adept at dealing with this organization. She gains a +10 bonus when interacting with this group.
- Peer (Military) - Lamarr is adept at dealing with this organization. She gains a +10 bonus when interacting with this group.
- Peer (Nobility) - Lamarr is adept at dealing with this organization. She gains a +10 bonus when interacting with this group.
- Peer (Adeptus Mechanicus) - Lamarr is adept at dealing with this organization. She gains a +10 bonus when interacting with this group.
Personal Artifacts and Relics
Weapons
Ommnissahian Staff
Rate | Range | Damage | Pen | Clip | Reload | Special |
---|---|---|---|---|---|---|
Melee | 1m | 1d5+5 I | Pen 2 | - | - | Balanced, Shocking |
Galvanic Rifle
Rate | Range | Damage | Pen | Clip | Reload | Special |
---|---|---|---|---|---|---|
S/2/- | 100m | 1d10+3 I | Pen 5 | 10 | Full | Accurate, Omniscope |
Radium Carbine
Rate | Range | Damage | Pen | Clip | Reload | Special |
---|---|---|---|---|---|---|
S/4/10 | 60m | 1d10+3 I | Pen 0 | 30 | Full | Toxic, Motion Predictor |
Armor
- Armored Bodyglove - +3 Arms, Legs, Body
- Skitarii Plate - +6 Body, Legs, +4 Head
- Refractor Field - Shield (30%. 1-5 Overload)
Equipment
- Omnissiahian Staff
- Combi-Tool - When applicable, gain a +10 Bonus to Tech-Use Tests.
- Multi-Key - When applicable, +30 Bonus when opening locks.
- Stummer - +30 bonus to silent move, or -30 to be overheard. 20 min/charge.
- Long Range Vox-Caster - Can reach orbit, +10 to overcome jamming.
Cybernetics
- Mechanicus Implants
- Electro-Graft - Mind Machine interfaces for data ports and data nets.
- Electroo Inducers - Tatoos which allow for the transfer of the Motive Force
- Respirator Unit - Purifies air, granting a +20 bonus to resist airborne toxins and gas weapons. Includes Vox synthesisers.
- Cyber-Mantle - The body core of cybernetics.
- Potentia Coil - The power cell which gathers and stores energy.
- Cranial Circuitry - a series of linked processors, implants and cortical circuits that augment mental capabilities.
- Mind Impulse Unit (Good)
- Gain a +10 bonus to communicate with Machine Spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skill tests when in active use.
- May experience the senses of familiars (Servoskull, Grapplehawk)
- Bionic Locomotion (Good)
- Gain the Sprint talent.
- +20 to all tests made when jumping or leaping.
- Bionic Eyes (Good)
- Gain Hightend Sences (Sight) and Dark Sight trait.
- Gain a +20 bonus on attacks against the sense. Immune to Flash/Photon effects.
- Bionic Ears (Good)
- Gain Hightened Sences (Hearing)
- Gain a +20 Bonus to attacks against the sense.
- Vitae Supplacement
- Gain the Autosanguine Talent.
- Preserved for recesistation for 4 hours.
Followers
Cargador Tyba-802
Factor Lamarr's faithful labor servitor and attendent, Tyba-802 can nearly always be found a few steps behind their mistress laden down with anything she might require. Blessed with an ornate and not overly bulky frame, Tyba can be dressed up or down for the occasion, whether that be carrying gifts for a local noble or arms and armor during a more dangerous expedition.
WS 30 BS 30 S 40 T 40 Ag 20 Int 20 Per 30 WP 40 Fel -
Awareness +10, Trade (Attendent) +20,
Armour Plated, Dark Sight, Machine (4), Natural Weapon (Servo arm), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)
- Servo-Fist - (1d5+8)
- Back Case
- VoidSeal & Magboots
- Micro-bead - Range of circa 1km, bluetooth enabled!
Skull Sy-7
Sy-7 is Factor Lamarr's ever-present servo-skull is laden down with the various sensors and auspexes that the Factor uses to navigate her daily life.
WS 15 BS 15 S 10 T 20 Ag 30 Int 15 Per 35 WP 20 Fel -
Awareness +20; Concealment +10; Dodge, Shadowing +10; Silent Move +10;
Fearless, Dark Sight, Flier 6, Machine (2), Size (Puny)
- Auspex Scanner - +20% Awareness Tests, make Tech Use Test to notice things not visible by human eye, 50m Range
- Diagnostor - +20% Medicae/Perception to determine Ailments
- Micro-bead - Range of circa 1km, bluetooth enabled!
- Audio/Pict Recorder - Video Camera
- Lumen