Lord-Captain Drake

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"I will show you mercy. You made a mistake and deserve a second chance. You will not be allowed another. You will be branded to remind yourself and others of your mistake. As for those you listened to, treason shall not be tolerated." vreeeeeee...SHA_KOW!

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
The Rogue Trader, Drake

Fiction found here: Drake's Stories

Vitals

Name: Acanthus Regulus Drake

Rank: Lord-Captain Rogue Trader
Race: Human
Gender: Male
Age: 19 when we started... now 36
Family: Lady Julia Drake neé Strophes and Lonicerus Sardonyx Drake

Place of Birth: Ryza

Height: 6'0"
Weight: 175 lbs.
Build: Lean and fit
Eyes: Blue
Hair: Dark Brown

Background

Traits

  • Lineage: Disgraced - One to Redeem Them +50 Achievement Points for Endeavors (Gain Commerce, profit -1)
  • Motivation: Renown
  • Peer Adeptus Mechanicus
  • Peer Navy
  • Peer Nobility
  • Peer Strophes
  • Peer Inquisition

Rogue Trader Abilities

  • Fellowship Bonuses+5 with Imperium and Nobles
  • Drake Dynastic Warrant +3 points profit
  • Origin Path: Beyond the Pale - Chosen By Destiny (Fated for Greatness) - Vaunted - Child of Dynaster
  • Renowned Warrant +10 on interactions with those who understand the power of the warrant, like Imperial Officials and other traders.
  • Alternate Career: Legend of the Expanse
  • Meddington Holder Warrant Last held by Killian Meddington, this warrant is Lucky and Dogged (+1 Fate point, returns to you when lost)

Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
50 60 41 44
•• ••• ••
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
50 60 53 52 61 (+5)
•• •••• •• ••• ••••

Experience and Derived Characteristics

Wounds Armour Fate Points XP Spent XP to Spend Starting Profit Current Available Profit Corruption Insanity
14 6 (7) 6 (5+1) 30,500 750 33 43 10 28

Movement

Half Move Full Move Charge Run
4 8 12 24
Base Leap Base Jump
3 m 60 cm

Skills

Drake relaxes in his quarters onboard the Aurea Albion.

Basic Skills

Skill B T +10 +20 Bonus
Awareness (Per) X X X X
Barter (Fel) X X X X
Blather (Fel) X X X X
Carouse (T) X X X X X
Charm (Fel) X X X X X
Ciphers RT (Int) X X
Climb (S) X X
Command (Fel) X X X X X
Commerce (Fel) X X X X X
Concealment (Ag) X
Contortionist (Ag) X
Deceive (Fel) X X X X
Disguise (Fel) X
Dodge (Ag) X X X X
Evaluate (Int) X X X X
Gamble (Int) X
Inquiry (Fel) X
Intimidate (S) X X X
Logic (Int) X
Scrutiny (Per) X X
Search (Per) X X
Security (Per) X X
Silent Move (Ag) X
Swim (S) X
Tech Use (Int) X X X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Speak Language: Trader's Cant (Int) X X X
Speak Language: Eldar (Int) X X
Common Lore: Imperial Navy (Int) X X
Common Lore: Imperium (Int) X X X X
Common Lore: Koronus (Int) X X X X
Common Lore: Machine Cult (Int) X X
Common Lore: Rogue Traders (Int) X X X X
Common Lore: Technology (Int) X X
Forbidden Lore: Heresy (Int) X X
Forbidden Lore: Mechanicus (Int) X X
Forbidden Lore: Technology (Int) X X
Forbidden Lore: Archaeotech (Int) X X X
Forbidden Lore: Xenos (Int) X X X
Pilot: Spacecraft (Ag) X X
Pilot: Flyers (Ag) X X X
Navigation: Stellar (Int) X X

Advanced Skills

Skill B T +10 +20 Bonus
Literacy (Int) X X X
Scholastic Lore: Astromancy (Int) X X
Scholastic Lore: Heraldry (Int) X X
Scholastic Lore: Imperial Warrants (Int) X X X
Scholastic Lore: Legends (Int) X X
Secret Tongue: Navigator (Int) X X
Secret Tongue: Rogue Trader (Int) X X
Secret Tongue: Underdeck (Int) X X

Talents

Talents

  • Air of Authority - Successful command test to affect a number of targets equal to 1d10 plus fellowship bonus. Does not affect hostiles. 6+1d10
  • Ambidextrous - Does not suffer the -20 off hand penalty, when combined with two weapon wielding, penalty drops to -10. (THIS MEANS NULL with Gunslinger)
  • Sound Constitution - (taken once) +1 Wound
  • Dark Soul - Half the normal penalty to Malignancy tests
  • Decadence x2 - +10 bonus to the effects of addiction, does not pass out when drinking (etc), until failed a number of Toughness tests equal to twice toughness bonus.
  • Exceptional Leader +10 to test, followers reroll failed tests on fear and pinning, +10 on boarding actions
  • Foresight - By studying and analyzing, for 10 min, +10 bonus to Intelligence test.
  • Gunslinger - when armed with two pistols reduces the penalty for two weapon fighting, reduce the -20 penalty to -10
  • Hip Shooting - Shoots without the sights. Full action to move full move and make a single, no autofire, attack.
  • Iron Discipline - If visible or via vox/pic caster, allies and followers may reroll failed willpower v fear and pinning. Affects a number of targets equal to Willpower Bonus who must be under his command. PCs benefit as Drake is the official group leader - and so long as he stays that way. If boarding, +10 to command.
  • Into the Jaws of Hell - In personal combat, while visible to others, Immune to fear and pinning. +5 to morale when known to be aboard the ship he serves.
  • Jaded - outrageous events will not cause insanity or fear checks. Terrors of the Warp as normal.
  • Legendary - Successful influence tests using profit factor gain an additional two degrees of success. In a social challenge, any successful interaction skill tests are counted as having two bonus degrees of success. In combat, Drake is considered to have Fear (1).
  • Light Sleeper - assumed to be awake, even when asleep for the purposes of Awareness tests or Suprise, but sleep may be frequently interrupted.
  • Master and Commander by spending a 1/2 action, no ganging up on allies until next turn, or while defending against boarding spend a half action and give +10 against boarding to allies and armsmen.
  • Master Orator - Fellowship tests and Fellowship based skills affect 10x the normal number of targets.
  • Melée Weapons Training - proficiency with this weapon group/type, no -20 penalty.
  • Paranoia - +2 to initiative, GM may secretly test his perception to notice hidden threats, a little twitchy and unable to relax.
  • Pistol Weapons Training - proficiency with this weapon group/type, no -20 penalty.
  • Quickdraw - can ready as a free action when armed with a pistol or basic weapon, or melee weapons that can be wielded in one hand.
  • Rapid Reaction agility test when surprised or ambushed to act normally
  • Renowned Warrant +10 on interactions with those who understand the power of the warrant, like Imperial Officials and other traders.
  • Sound Constitution x2 - adds additional wounds.
  • Talented x3 - adds +10 to Charm, Command, and Commerce
  • True Grit - can shrug off wounds - when suffers a critical, halve the result rounding up.
  • Two Weapon Wielding (Ballistic) When armed with two weapons of the same type, may spend a full action to attack with both, both at -20. Need this in melee to have both sword and pistol attack in the same roll.
  • Unseen Enemy
  • Watchful for Betrayal - as long as consciousness and senses are not impaired, cannot be surprised

Personal Artifacts and Relics

Weapons

Plasma Pistol

PlasmaPistol.jpg

Drake uses a matched pair of the some of the finest Plasma Pistols ever crafted in the Imperium. Both hail from Ryza, the same as Drake himself, but it is there the similarity ends. One is less then two centuries old, manufactured as part of a project by Ryza's current Fabricator General while he was applying for Archmagos. The other is ancient, a finally crafted weapon that has seen millennium of operation, most recently as a model for the improvement of Lathe's own plasma production.

Rate Range Damage Pen Clip Reload Special
S/2/- 30m 2d10+6 Pen 6 10 3 Full Overheat, Reliable, Maximal Mode*

Maximal Mode: Plasma Weapons may add +1d10 damage and +2 penetration, but gain the Recharge trait.

Captain's Saber

Though not often used, Drake also carries a saber, a common practice among voidship captains. His particular sword sports an ornately wrought, gem studded, basket hilt and a thin, single-edged adimanitum blade.

Damage Pen Special
1d10+1 R 2 Balanced (+15), +10 Attack

Protective

Exploration Armor

This exceptional example of carapace armor, similar to the style used by imperial commissar lords and other imperial officers. It manages to offer the some of the best defense available in unpowered armor while maintaining an official, commanding appearance.

Armor All 7

Cranial Armor

Lord Drake's cranial armor is a resuslt of a failed assasination attempt during his preteen years. A sniper's bullet fractured his skull, and in response the Techpriests of Ryza replaced it with this thin adimanitum version.

Armor Head +1

Conversion Field

Drake's conversion field generator is a large, ornate band designed to be worn around the upper arm, a position that also allows it to be desplayed, if desired, or easily concealed by his clothing when more subtalty is reqired.

PR Overload Special
50 01-10 Goes off as Photon Grenade if absorbs 12+ damage

Equipment

Cranial Armour

Fine Clothing

Xenopelt Cloak

Best Light Enforcer Carapace

Microbead

Voidsuit

Old fine compass

Followers

Remembrancer Catyaina Curiatia

Catyaina Curiatia

History and Exploits

History

Recent Exploits