Lord-Captain Drake
"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 | |
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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 |
Fiction found here: Drake's Stories
Vitals
Name: Acanthus Regulus Drake Rank: Lord-Captain Rogue Trader |
Place of Birth: Ryza Height: 6'0" |
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
Rogue Trader Abilities
- Fellowship Bonuses+5 with Imperium and Nobles
- 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.
Attributes
Characteristics
Weapon Skill (WS) | Ballistic Skill (BS) | Strength (S) | Toughness (T) | |
50 | 60 | 41 | 39 | |
•• | ••• | • | • | |
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 |
13 | 6 (7) | 5 | 25,850 | 150 | 33 | 42 | 10 | 24 |
Movement
Half Move | Full Move | Charge | Run |
4 | 8 | 12 | 24 |
Base Leap | Base Jump | ||
3 m | 60 cm |
Skills
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 | |
Ciphers RT (Int) | X | X | |||
Climb (S) | X | X | |||
Command (Fel) | X | X | X | X | |
Commerce (Fel) | 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 | |||
Silent Move (Ag) | X | ||||
Swim (S) | 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: Xenos (Int) | X | X | X | ||
Pilot: Spacecraft (Ag) | X | X | |||
Pilot: Flyers (Ag) | 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.
- 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.
- 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
Personal Artifacts and Relics
Weapons
Plasma Pistol
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 |
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S/2/- | 30m | 2d10+6 | Pen 6 | 10 | 3 Full | Overheat, Reliable, Maximal Mode* |
Maximal Mode: Plasma Weapons may add +2d10 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 |
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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 |
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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 |
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50 | 01-10 | Goes off as Photon Grenade if absorbs 12+ damage |