Factor Carnelia Lamarr

From The Z-Team Wiki
Jump to navigation Jump to search

Passions are not a variable in the social equation - they are the constent.

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
Factor Lamarr.jpeg

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
Race: Human
Gender: Female
Age: 30...and some.
Family: None Living

Place of Birth: Landunder

Height: 5'9"
Weight: 275 lbs.
Build: Lean
Eyes: Grey
Hair: Blond

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

History and Exploits

History

Recent Exploits