Character Name: Fedrick Carleicus Anteres Player Name: Therror Career Path: Rogue Trader Rank: 3 Homeworld: Forge World Motivation: Fortune Nature: Fixed Temperament: Scoundrel/Explorer/Psychopath
Description
Fedrick is a heavy-built, tall black man, aged about 40 years. His dark hair is cut short and he is clean shaven. His green eyes stare at the world with contempt and he carries himself with an air of superiority over everyone he meets. Fedrick's standard garments are limited to a mixture of what looks like a military uniform of an unspecified unit and rank and carapace armor. The only ornaments that set him apart from a regular grunt are a cloak made of an unknown animal's hide and a heavy chain holding a winged amulet. A power sword and a pistol are almost always attached to his belt. Another sword is often slung across his back.
Advances: Int+5, Fel+5, Fel+10, WS +5, Ag +5, Fel +15, WS +10, Per +5, To +5, WS +15
Wounds: 13 Fate Points: 4
Forge world
-5 Weapon Skill, +5 Int Common Lore (Tech) (Int) untrained basic skill Common Lore (Machine Cult) (Int) untrained basic skill Technical Knock Talent +3 to one characteristic (Int) -10 to tests for knowledge of imperial creed -5 Fellowship tests towards ecclesiarchy 2x To bonus + 1d5+1 Wounds (13) 1d10: 1-5 2, 6-9 3, 10 4 Fate points (3 points)
Savant
Logic (Int) trained basic skill +3 Int, -3 To
Renegade (Free Thinker)
+3 Int, -3 Wil Enemy (Ecclesiarchy)
The Hand of War
Weapon Training Talent of my choice (Flame Weapon Training (Universal)) Hatred (Orks) The Face of the Enemy: Will not deal with orks unless no other options exist -10 fellowship tests provoked will act violently (Wil test to prevent)
Fortune
+1 fate point
Special ability
Exceptional Leader (once per round LOS ally +10 to one test) free action
Air of Authority Ambidextrous (200 XP) Enemy (Ecclesiarchy) -15 Fel (-5 from forge world) Enemy (Ork) -10 Fel Flame Weapon Training (Universal) (200 XP) Hatred (Ork) +10 WS Iron Discipline (200 XP) (those under my command can re-roll failed fear and pinning tests) Jaded (200 XP) (No Fear or Insanity from non-warp entities) Leap Up (200 XP) (Stand up as Free action) Melee Weapon Training (Universal) Melee Weapon Training (Primitive) Pistol Weapon Training (Universal) Quick Draw (200 XP) Technical Knock unjam weapon as half-action Two Weapon Wielder (Melee) (300 XP)
Gear
Weapons
Hand Cannon Range: 35m RoF: S/-/- Damage: 1d10+4 I Penetration: 2 Clip: 5 Reload: 2 Full Special: Reliable (only jams on a 1d10 == 10) Good Quality
Power Sword (Mordian Pattern) Range: - Damage: 1d10+5 E Penetration: 5 Special: Power Field (75% destroy enemy weapon on parry) Balanced (+15 to parry) Common Quality
Burning Blade (Loi Pattern) Range: - Damage: 1d10+5 E Penetration: 4 Special: Power Field (75% destroy enemy weapon on parry) Balanced (+10 to parry) Common Quality
Hand Flamer Range: 10m RoF: S/-/- Damage: 1d10+4 E Penetration: 2 Clip: 2 Reload: 2 Full Special: Flame (Agility test to avoid, second test to not catch fire)
Enforcer Light Carapace Locations: All AP: 5 +1 Special: Best Quality (+1 AP)
Military style uniform Xeno-pelt cloak attached at collar bones heavy silver chain with Pilot's Wings Void Suit Survival Suit (Good Quality)
Acquisition
Power Armour Locations: All AP: 8 (+1 first attack every round) Special: +20 Strength, +1 size, -30% Concealment&Silent Move, Good Quality
History
Fedrick's live begun as one of thousands of select-breed infants on <A Forge World>. From his early years he was trained in the arts of Logic and War Games. The environment was highly competitive and encouraged rivarly between peers. Fedrick not only had more talent that most, his ways of overcoming competition were also.. inventive. Many a fellow student failed his tests and projects due to disappearing notes, malfunctioning equipment or sudden intoxication with mild halucinogenics. Fedrick's masters watched this with interest and never acted to prevent him from doing harm to others.
What set Fedrick apart was also the drive to discovery of forbidden knowledge. This however was where the Adeptus Mechanicus stepped in with an iron hand that often turned into a fist with which he was mauled to unconciousness. Many times.
Around the age of seventeen (birthdays went unobserved) Fedrick made a run for it and suspiciously easily managed to escape his homeworld. Armed with extraordinary intelligence and a mind for military strategy he signed up for the Imperial Navy, to which he was simply admitted without as much as a second thought by the officials.
Quickly advancing to the rank of Captain, Fedrick became a valuable asset to any commander. His piloting skills medicore at best, what he excelled at was leading a wing of gunships deep into the fray of battle, making tactical decisions that at the time unconventional and seemingly suicidal, proved over and over again to be the only correct ones.
Fedrick enjoyed the relatively simple life of military conquest. It all changed when he faced Orks for the first time. His talent overwhelmed by the simple truth that whatever Orks think a piece of metal to be, that it becomes. Orks armed with "lead pipes" and "pointy sticks" are a force of immense power to any who dare face them. Not to Fedrick though, his keen eye and tactical sense turned out to not be able to cope with what is known as "Orky Tek" but what he learned to call "Magik".
The best military grade armor of a gunship offers little protection against 12" nails when said nails are fired with deadly accuracy from what the Orks see as an AA battery. With the rest of the crew dead and his craft badly damaged and crashlanded in the middle of a swamp, Fedrick awaited rescue. Rescue that never came.
After a whole ten days he accepted the grim truth, he was forgotten or abandoned. Reaching the nearest human settlement he learned that the Ork attack was successfully repelled. Other things he found out were that there was an embargo on passage off planet and that he does not figure in any Imperial database as an officer.
The Planet (Fedrick refused to allow it to have any other name) was a medium sized agricultural colony, with only one spaceport and one inhabited continent. It was going to be his home for the rest of his days unless he managed to stow away in a cargo transport or.. somehow repaired the gunship. The first option sounded easier in theory, but seeing the bodies of would-be stowaways on display at the spaceport's gates, he quickly changed his mind.
Employed as a dock worker in the spaceport Fedrick had access to the spacecraft carrying goods off-planet. Having no real knowledge of spaceship technology he slowly took apart all that appeared damaged or destroyed in the gunship, searched for similar looking replacements in the vast garbage containers in the hangars and among the components still installed in ships. Security was non-existant as the inhabitants of The Planet knew nothing of technology above the common radio transmitter and farm machinery. Thus begun his own venture with using what essentially was the dreaded "Magik" to repair the irrepairable.
Sixteen years it took to miraculously fix the gunship enough for it to fly. During that time Fedrick took a wife and fathered four children. She was a simple girl, not much of a thinker but a good cook and loving companion. She did not ask what the strange bits of metal are in the attic and did not complain about his frequent disappearances lasting days from which he came back dirty and malnourished. His kids.. he couldn't even remember all their names most of the time. All of them he abandoned without a word when finally the gunship's engine came back to life and the flight stabilizers leveled the craft a meter above ground. The space above the planet always had at least one freighter loading or unloading goods and that is what warped him out of the system. Nobody seemed to notice that a small vessel attached itself to the hull.
Right after an emergency landing on a hive world the freighter stopped at, Fedrick was met with a squad of Imperial Guard, who introduced themselves as his honour guard and handed him a letter.
The letter was simple.
We congratulate you on escaping your previous prison. We always knew your talents are many and your will is strong. However, we cannot allow you to roam free amongst the populations of Imperial worlds. For that reason you have been awarded one of the greatest priviliges in the Empire, the Warrant of Trade. Your new prison is one of luxury and power, knowledge and discovery, and most importantly, the bars are only on one side of the cage. We charge you with the task of exploring and colonizing new worlds in the <area> of the Koronus Expanse. We also forbid any voyage back into Imperial Space for twenty years. This is exclusive of the Calixis sector, naturally. Enjoy your new prison, discovery and conquest seem to be what you always wanted. Looking forward to your arrival at the presentation ceremony.
PS. In the case of this not being clear, you cannot refuse this honour. If you decide to do so anyway, the heavily armed men giving you this letter will make sure it never happens again.
Player Name: Therror
Career Path: Rogue Trader
Rank: 3
Homeworld: Forge World
Motivation: Fortune
Nature: Fixed
Temperament: Scoundrel/Explorer/Psychopath
Description
Fedrick is a heavy-built, tall black man, aged about 40 years. His dark hair is cut short and he is clean shaven. His green eyes stare at the world with contempt and he carries himself with an air of superiority over everyone he meets. Fedrick's standard garments are limited to a mixture of what looks like a military uniform of an unspecified unit and rank and carapace armor. The only ornaments that set him apart from a regular grunt are a cloak made of an unknown animal's hide and a heavy chain holding a winged amulet. A power sword and a pistol are almost always attached to his belt. Another sword is often slung across his back.Stats
Weapon Skill: 51 (Trained Advance)Ballistic Skill: 43
Strength: 34
Toughness: 42 (Simple Advance)
Agility: 36 (Simple Advance)
Intelligence: 55 (Simple Advance)
Perception: 40 (Simple Advance)
Willpower: 41
Fellowship: 48 (Trained Advance)
Advances: Int+5, Fel+5, Fel+10, WS +5, Ag +5, Fel +15, WS +10, Per +5, To +5, WS +15
Wounds: 13
Fate Points: 4
Forge world
-5 Weapon Skill, +5 IntCommon Lore (Tech) (Int) untrained basic skill
Common Lore (Machine Cult) (Int) untrained basic skill
Technical Knock Talent
+3 to one characteristic (Int)
-10 to tests for knowledge of imperial creed
-5 Fellowship tests towards ecclesiarchy
2x To bonus + 1d5+1 Wounds (13)
1d10: 1-5 2, 6-9 3, 10 4 Fate points (3 points)
Savant
Logic (Int) trained basic skill+3 Int, -3 To
Renegade (Free Thinker)
+3 Int, -3 WilEnemy (Ecclesiarchy)
The Hand of War
Weapon Training Talent of my choice (Flame Weapon Training (Universal))Hatred (Orks)
The Face of the Enemy: Will not deal with orks unless no other options exist
-10 fellowship tests
provoked will act violently (Wil test to prevent)
Fortune
+1 fate pointSpecial ability
Exceptional Leader (once per round LOS ally +10 to one test) free actionProfit Factor 46
Experience 1100(11800)
Skills
Awareness (Prc) (100 XP)Carouse (To) (200 XP)
Ciphers (Rogue Trader) (Int) (100 XP)
Command (Fel) +10 (200 XP) +20 (200 XP)
Commerce (Fel)
Charm (Fel) +10 (200 XP)
Common Lore (Imperium)(Int)
Common Lore (Tech)(Int) untrained basic
Common Lore (Machine Cult)(Int) untrained basic
Common Lore (Rogue Traders) (Int)
Deceive (Fel) (200 XP)
Dodge (Agl) (100 XP) +10 (200 XP)
Evaluate (Int)
Literacy (Int)
Logic (Int)
Pilot Space Craft (Agl) (100 XP)
Scholastic Lore (Astromancy)(Int)
Secret Tongue (Rogue Trader) (Int) (100 XP)
Speak Language (High Gothic, Low Gothic)(Int)
Talents
Air of AuthorityAmbidextrous (200 XP)
Enemy (Ecclesiarchy) -15 Fel (-5 from forge world)
Enemy (Ork) -10 Fel
Flame Weapon Training (Universal) (200 XP)
Hatred (Ork) +10 WS
Iron Discipline (200 XP) (those under my command can re-roll failed fear and pinning tests)
Jaded (200 XP) (No Fear or Insanity from non-warp entities)
Leap Up (200 XP) (Stand up as Free action)
Melee Weapon Training (Universal)
Melee Weapon Training (Primitive)
Pistol Weapon Training (Universal)
Quick Draw (200 XP)
Technical Knock unjam weapon as half-action
Two Weapon Wielder (Melee) (300 XP)
Gear
Weapons
Hand Cannon
Range: 35m
RoF: S/-/-
Damage: 1d10+4 I
Penetration: 2
Clip: 5
Reload: 2 Full
Special: Reliable (only jams on a 1d10 == 10)
Good Quality
Power Sword (Mordian Pattern)
Range: -
Damage: 1d10+5 E
Penetration: 5
Special: Power Field (75% destroy enemy weapon on parry)
Balanced (+15 to parry)
Common Quality
Burning Blade (Loi Pattern)
Range: -
Damage: 1d10+5 E
Penetration: 4
Special: Power Field (75% destroy enemy weapon on parry)
Balanced (+10 to parry)
Common Quality
Hand Flamer
Range: 10m
RoF: S/-/-
Damage: 1d10+4 E
Penetration: 2
Clip: 2
Reload: 2 Full
Special: Flame (Agility test to avoid, second test to not catch fire)
Stuff
Micro Bead
Lho-sticks
Chrono (Best Quality)
Clip Harness/Drop Harness
Filtration plugs
Data-Slate
Pict Recorder
Clothing
Enforcer Light Carapace
Locations: All
AP: 5 +1
Special: Best Quality (+1 AP)
Military style uniform
Xeno-pelt cloak attached at collar bones
heavy silver chain with Pilot's Wings
Void Suit
Survival Suit (Good Quality)
Acquisition
Power Armour
Locations: All
AP: 8 (+1 first attack every round)
Special: +20 Strength, +1 size, -30% Concealment&Silent Move, Good Quality
History
Fedrick's live begun as one of thousands of select-breed infants on
<A Forge World>. From his early years he was trained in the arts of Logic
and War Games. The environment was highly competitive and encouraged rivarly
between peers. Fedrick not only had more talent that most, his ways of
overcoming competition were also.. inventive. Many a fellow student failed
his tests and projects due to disappearing notes, malfunctioning equipment
or sudden intoxication with mild halucinogenics. Fedrick's masters watched
this with interest and never acted to prevent him from doing harm to others.
What set Fedrick apart was also the drive to discovery of forbidden
knowledge. This however was where the Adeptus Mechanicus stepped in with an
iron hand that often turned into a fist with which he was mauled to
unconciousness. Many times.
Around the age of seventeen (birthdays went unobserved) Fedrick made a run
for it and suspiciously easily managed to escape his homeworld. Armed with
extraordinary intelligence and a mind for military strategy he signed up
for the Imperial Navy, to which he was simply admitted without as much as
a second thought by the officials.
Quickly advancing to the rank of Captain, Fedrick became a valuable asset
to any commander. His piloting skills medicore at best, what he excelled at
was leading a wing of gunships deep into the fray of battle, making tactical
decisions that at the time unconventional and seemingly suicidal, proved
over and over again to be the only correct ones.
Fedrick enjoyed the relatively simple life of military conquest. It all
changed when he faced Orks for the first time. His talent overwhelmed by
the simple truth that whatever Orks think a piece of metal to be, that it
becomes. Orks armed with "lead pipes" and "pointy sticks" are a force of
immense power to any who dare face them. Not to Fedrick though, his keen
eye and tactical sense turned out to not be able to cope with what is
known as "Orky Tek" but what he learned to call "Magik".
The best military grade armor of a gunship offers little protection against
12" nails when said nails are fired with deadly accuracy from what the
Orks see as an AA battery. With the rest of the crew dead and his craft
badly damaged and crashlanded in the middle of a swamp, Fedrick awaited
rescue. Rescue that never came.
After a whole ten days he accepted the grim truth, he was forgotten or
abandoned. Reaching the nearest human settlement he learned that the Ork
attack was successfully repelled. Other things he found out were that there
was an embargo on passage off planet and that he does not figure in any
Imperial database as an officer.
The Planet (Fedrick refused to allow it to have any other name) was a medium
sized agricultural colony, with only one spaceport and one inhabited
continent. It was going to be his home for the rest of his days unless he
managed to stow away in a cargo transport or.. somehow repaired the gunship.
The first option sounded easier in theory, but seeing the bodies of would-be
stowaways on display at the spaceport's gates, he quickly changed his mind.
Employed as a dock worker in the spaceport Fedrick had access to the
spacecraft carrying goods off-planet. Having no real knowledge of spaceship
technology he slowly took apart all that appeared damaged or destroyed in
the gunship, searched for similar looking replacements in the vast garbage
containers in the hangars and among the components still installed in ships.
Security was non-existant as the inhabitants of The Planet knew nothing of
technology above the common radio transmitter and farm machinery. Thus
begun his own venture with using what essentially was the dreaded "Magik"
to repair the irrepairable.
Sixteen years it took to miraculously fix the gunship enough for it to fly.
During that time Fedrick took a wife and fathered four children. She was
a simple girl, not much of a thinker but a good cook and loving companion.
She did not ask what the strange bits of metal are in the attic and did not
complain about his frequent disappearances lasting days from which he came
back dirty and malnourished. His kids.. he couldn't even remember all their
names most of the time. All of them he abandoned without a word when finally
the gunship's engine came back to life and the flight stabilizers leveled
the craft a meter above ground. The space above the planet always had at
least one freighter loading or unloading goods and that is what warped him
out of the system. Nobody seemed to notice that a small vessel attached
itself to the hull.
Right after an emergency landing on a hive world the freighter stopped at,
Fedrick was met with a squad of Imperial Guard, who introduced themselves
as his honour guard and handed him a letter.
The letter was simple.
We congratulate you on escaping your previous prison. We always knew your
talents are many and your will is strong.
However, we cannot allow you to roam free amongst the populations of Imperial
worlds. For that reason you have been awarded one of the greatest priviliges
in the Empire, the Warrant of Trade.
Your new prison is one of luxury and power, knowledge and discovery, and most
importantly, the bars are only on one side of the cage. We charge you with
the task of exploring and colonizing new worlds in the <area> of the
Koronus Expanse. We also forbid any voyage back into Imperial Space for
twenty years. This is exclusive of the Calixis sector, naturally.
Enjoy your new prison, discovery and conquest seem to be what you always
wanted. Looking forward to your arrival at the presentation ceremony.
PS.
In the case of this not being clear, you cannot refuse this honour. If you
decide to do so anyway, the heavily armed men giving you this letter will
make sure it never happens again.