Navigator Mordecai

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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
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
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Calixis Sector
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Vitals

Name: Mordecai Ben'yam

Rank: Navigator Primus, Aurea Albion
Race: Void-born
Gender: Male
Age: 45

Place of Birth: Ark of the Testimony, Clan Ben'yam Flotilla

Height: 6'2"
Weight: 175 lbs.
Build: Lean
Eyes: Grey (Normal), Soul-searing chaos (Warp Eye)
Hair: None

"It'll take us a week to get there."

Background

Clan Ben'yam

Otherwise known as House Ben'yam, they are a nomadic Navigator house, operating a flotilla with an operating range that the Calixis Sector and its neighbours. Virtually the entire crew and family are born on well-maintained and appointed ships, paid for by treaties, agreements, and contracts for their Navigators who serve on ships for a wide variety of organizations.

Although officially a 'House' within the Navis Nobilite, they consider themselves a Clan and refer to it as such amongst themselves.

Neutrality and non-political involvement is the mainstay of the Clan and so they carefully choose their political arrangements to either show impartiality between rival sides, or withdraw entirely from a situation while the two (or more) sides duke it out. This has been the philosophy of the Clan for many centuries. As a result, tradition in many things permeates the culture of the Clan, with complex social structures and rules developed within the flotilla.

Mordecai

An archaic name that would sound strange to the ears of the rest of the Imperium, Mordecai was born with the third eye that would fix his destiny as a Navigator in his august clan. He was trained in how to find paths and navigate ships through the Warp every time the flotilla moved. He is easily more comfortable with the vast emptiness of the void and strange of the Warp than he is planetside surrounded by the planetbound (or "dirt worshippers" as his clan derisively calls the planetborn).

One of the long-standing treaties his Clan had was with the Salamanders within the Nocturne system. When he was of age and the flotilla was passing through, his Clan elders made arrangements to transfer him to a Salamander command to fulfill their end of the treaty.

Mordecai was assigned to an under-the-radar delivery of supplies and medicine to a battle zone to help relieve suffering civilians when their ship was hit as part of the combat and became a drifting hulk. Mordecai and a few fellow shipmates escaped via a Salvation Pod and made it to the war-torn surface; it's unknown whether the ship survived re-entry or if Orks managed to salvage it. Either way, they landed near an Inquisition base. Both were taken by the Monodominant Inquisitors and "put to the Question". Mordecai with his mutated appearance was vigorously "Questioned"; how and where he found the will to survive while trying not to betray the Salamanders is something he still wonders about.

He managed to survive and escape the Inquistor compound during a lapse in attention by some guards. The Salamanders actually listed Mordecai as dead and as a result the Salamanders gave certain considerations to his Clan. Now that Mordecai is known alive they need to figure out with the Chapter leadership the correct considerations are for mere capture and loss of services, and how to rebalance things. This may take several decades to do. In the meantime the Clan has decided to ship Mordecai off to the Calixis sector to keep him out of the hands of the Armageddon Conclave.

As the Clan has decided to expand it's interests in the Calixis sector and investigate opportunities in the Expanse, the local family in charge of the area was overjoyed to have Mordecai. Instructed to find work with a Rogue Trader, he was told that heading out into unknown and wild space under the protection of the Rogue Trader may be just the thing to buy time to calm the fanatic sect of Inquisitors down. During a layover at Port Wanderer, Mordecai ran into the then-Navigator Primus of the Aurea Albion. By chance, his Clan had an obligation to the Imperial Navy that the the other Navigator's family could fulfill more easily. In a shockingly quick deal, the Navigator Houses, House Drake, and the Imperial Navy did a swap: Mordecai and a Clan retinue were assigned to House Drake, while the Imperial Navy got the services of the other family right away.

This also had the beneficial side-effect of removing Mordecai from Imperial space -- his experiences with Inquisitors giving him a decidedly irreverent view of the Emperor's enforcers. This has spilled into irreverence of the Emperor himself. As far as Mordecai is concerned, the Emperor is a lighthouse and beacon in the Warp. Much like any light source in the dark, it is useful, even necessary -- but hardly worship-worthy.

Abilities

Talents

  • Navigator: Born with a Warp Eye to a Navis Nobilite family
  • Pistol (Universal): May use all non-exotic pistols
  • Iron Jaw: If stunned, a Toughness test may allow him to ignore effects
  • Resistance (Fear): +10 to fear tests
  • Talented (Navigation (Warp)): +10 to Navigation (Warp) tests
  • Jaded: Immune to Insanity Points or Fear tests from outrageous events, xenos abominations, etc. Terrors of the Warp affects normally.
  • Meditation: Recover Fatigue with 10 minutes and a successful Willpower test
  • Resistance (Psychic Techniques): +10 to resist psychic techniques
  • Hardy: While being healed, always count as lightly wounded
  • Paranoia: +2 to initiative rolls; GM may secretly test Perception to notice hidden threats
  • Hatred (Demons): +10 to Weapon Tests against demons
  • Dark Soul: When Malignancy Test is made, half normal penalty
  • Talented (Psyniscience): +10 to Psyniscience tests
  • Basic (Universal): May use all non-exotic basic weapons
  • Exotic Weapon (Larn Cutter): May use the Larn Cutter exotic weapon (see below)
  • Peer (Nobility): +10 to all Fellowship with nobles
  • Resistance (Cold): +10 to resist cold-based tests
  • Melee Weapon (Universal): May use all melee weapons, including chain, shock, and power weapons
  • Armour of Contempt: Reduce Corruption gain by 1 to a minimum of zero; as a Free Action, a successful Willpower test ignores Corruption accumulation for 1 round
  • Disturbing Voice: Gain +10 to Intimidation or Interrogation, but -10 to Fellowship rolls for non-threatening uses
  • Nerves of Steel: Reroll failed Pinning
  • Combat Sense: Use Perception instead of Agility for Initiative
  • Peer (Imperial Navy): Gain +10 to to Fellowship tests with the Imperial Navy
  • Navigator Power x4
  • Sound Constitution x8

Traits

Void Born

  • Start with -5 Strength, +5 Willpower, Speak Language (Clan Ben'yam Flotilla)
  • Charmed: When spending a Fate Point, roll 1d10. If rolled a 9, Fate Point is not lost
  • Ill-omened: -5 to Fellowship Tests with non-void born humans
  • Shipwise: Navigation (Stellar) and Pilot (Spacecraft) are Basic skills
  • Void Accustomed: Do not suffer from space travel sickness, low and zero-gravity environments are not Difficult Terrain

Birthright

  • Savant: Gain Logic as trained skill, +3 Intelligence, -3 Toughness

Lure of the Void

  • Tainted: Spend 200xp to gain mutation of choice from Table 14-3: Mutations (p. 369)

Trials and Travails

  • Dark Voyage
    • Things Man Was Not Meant To Know: Gain Resistance (Fear) trait
    • Marked By Darkness: Gain 1d5 Insanity

Motivation

  • Pride: Gain Heirloom Item (Archeotech Laspistol, best quality)

Nomadic House

  • Lore of the Wanderer: Gain Talented (Navigation (Warp))
  • A Taste of the Warp: Can spend Fate Point to automatically succeed a Navigation Power. If degrees of success are relevant, roll 1d5
  • Scorn of Dirt Dwellers: Take -10 to Fellowship tests and skills dealing with locals while on planetary body
  • Initial Mutation: Inhuman Visage

From Mutations

  • Fear (1): Disturbing: Creatures must make a Willpower test. If failure, see Table 10-4 on p. 294, adding +10 for each 10 points by which the Willpower test failed

Mutations

  • Feels No Pain: Gain +5 Wounds and Iron Jaw talent
  • Inhuman Visage: Face is devoid of human features, nose is a pair of slits, ears are small holes, eyes are unblinking. Gain Fear(1) Trait

Navigator Powers

The Lidless Stare (Master)

  • Navigator makes Opposed Willpower +20 test for anyone looking into his Warp Eye
  • If success, opponents with Intelligence 20+ must make Difficult (-10) Toughness test or be slain
  • Opponents who pass Toughness takes 2d10 + Willpower bonus Energy damage, 1d5 rounds Stun, 1d10 Insanity Points, not reduced by armor or toughness
  • Suffer 1 Fatigue per use

Scourge of the Red Tide (Adept)

  • Navigator makes Opposed Willpower +10 test for anyone looking into his Warp Eye
  • If success, opponents take 1d10+ double Willpower bonus Energy damage + 1d10 per degree of success, resisted by Toughness or Warded armor only
  • Can affect non-living beings and inanimate objects
  • Suffer one Fatigue on use plus 1 Wound if success, 2 Wounds if failed

Foreshadowing (Adept)

  • Navigator makes a Perception test
  • If success, gain 3 "secrets"; +10 to a roll for each secret
  • After first secret, roll 1d10: on 9,10, gain negative to roll
  • If used more than once an hour, gain 1 insanity point

Eye of Oblivion (Adept)

  • Navigator makes a Perception test
  • On success, power lasts a number of turns equal to 1 + degrees of success
  • Gain +Perception Bonus in damage to first hit in the round with Melee or Ranged attack
  • Does not include Navigator powers
  • (Adept): Extra damage increases by Perception bonus
  • First successful Melee or Ranged attack each Tun ignores force fields or psychic defenses

Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
42 48 41 40
••
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
43 58 62 64 40
••• •••• ••••
Wounds Fate Points XP Spent XP to Spend Corruption Insanity
19/23 3/4 24,500 0 0 6

Movement

Half Move Full Move Charge Run
4 8 12 24
Base Leap Base Jump
4 m 80 cm

Skills

Basic Skills

Skill B T +10 +20 Bonus
Awareness (Per) X X X X
Barter (Fel) X
Carouse (T) X
Charm (Fel) X
Climb (S) X
Command (Fel) X X X X
Concealment (Ag) X
Contortionist (Ag) X
Deceive (Fel) X
Disguise (Fel) X
Dodge (Ag) X X X X
Evaluate (Int) X X X
Gamble (Int) X
Inquiry (Fel) X
Intimidate (S) X X X X +10 Disturbing Voice
Logic (Int) X X
Scrutiny (Per) X X
Search (Per) X
Silent Move (Ag) X
Swim (S) X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Speak Language: Ben'yam Flotilla (Int) X X
Common Lore: Koronos Expanse (Int) X X
Common Lore: Imperial Navy (Int) X X X X
Common Lore: Imperium (Int) X X
Common Lore: Navis Nobilite (Int) X X
Common Lore: Rogue Trader (Int) X X
Pilot: Ship (Ag) X

Advanced Skills

Skill B T +10 +20 Bonus
Forbidden Lore: Mutants (Int) X X X X
Forbidden Lore: Navigators (Int) X X
Forbidden Lore: Warp (Int) X X
Forbidden Lore: Xenos (Int) X X X
Interrogation (Wil) X X X +10 Disturbing Voice
Literacy (Int) X X
Navigation: Stellar (Int) X X X +10
Navigation: Warp (Int) X X X +25
Navigation: Surface (Int) X X
Pilot (Space Craft) X X
Psyniscience (Per) X X X X +10
Scholastic Lore: Astromancy (Int) X X X X +10
Scholastic Lore: Legends (Int) X X X
Secret Tongue: Navigator (Int) X X
Secret Tongue: Rogue Trader (Int) X X
Trade: Astrogapher (Int) X X X +10

Gear

Armour

These armour sets are customized for Mordecai due to his mutated shape:

  • Xeno Mesh, Best Quality

Locations: Arms, Body, Legs
Protection: 4 AP
Weight: 1 kg
Availability: Rare
Note: This may be worn under other armor, as it is like clothing

Shimmering silvery-grey robes adorn the Navigator when he is not otherwise preparing to head off the ship, these robes are clearly not of Imperial manufacture. They hide the details, but not the fact that its wearer is mutated underneath.

  • Storm Trooper Carapace

Locations: All
Protection: 6 AP
Weight: 15 kg
Availability: Very Rare
Note: This is an environmentally sealed suit of armor

This armor is highly customized to fit Mordecai's mutated body shape, as well as to accommodate his third eye. It is of standard quality but contains designs and lines of eldar aesthetics which only serve to draw attention to, and frighten, lesser mortals.

Weapons

Archeotech Laspistol
Inferno Pistol
Hellpistol
  • Archeotech Laspistol, Best Quality

Class: Pistol; Range: 90m; RoF: S/3/-; Damage 1d10+4 E; Pen 2; Clip 70; Reload: Full
Special: Accurate, Reliable: 4 kg; Availability: Near Unique
+Reddot, +10 Atk, +1 Damage, No Jamming

A superb specimen of craftsmanship and artistry of the days of yore, this ancient pistol was inherited by Mordecai on the completion of his Navigator training and assignment to his first posting for his House. It is of a power level and calibration unmatched and unreproducable by the small-minded, incurious, and unimaginative technocrats that call themselves the Adeptus Mechanicus in the 41st Millennium. It has the range and accuracy of a long las rifle and the reliability of the ancients, as well as representing a level of wealth enjoyed only but the highest echelons of the Imperium. Mordecai bears it proudly as a symbol of his status as Chief Navigator for a successful Rogue Trader dynasty.

  • Inferno Pistol, Common Quality

Class: Pistol; Range: 10m; RoF: S/-/-; Damage 4d10+8 E; Pen 13; Clip 3; Reload: Full
Special: Melta
Availability: Very Rare

A shortened version of an anti-tank energy weapon, this pistol has the potential to do meltingly disgusting damage. Much like the larn cutter, it is slow to fire, short-ranged, and carries a small magazine -- making it unsuitable for sustained fire. But when you've absolutely, positively got to punch through that Chaos Space Marine's armor, accept no substitute.

  • Hell Pistol, Best Quality

Class: Pistol; Range: 35m; RoF: S/2/-; Damage 1d10+5 E; Pen 7; Clip 40; Reload: 2 Full
Availability: Rare
+Reddot, +10 Atk, +1 Damage, No Jamming

Mordecai's earlier high-energy weapon, this well-crafted pistol served him well in his early period with House Drake. It was certainly adequate for piercing energy attacks, though it has been out-classed by the Inferno Pistol. Still, with its quality, it still serves as a reminder that the owner is powerful and quite wealthy.

  • Larn Cutter

Class: Basic; Range: 20m; RoF S/-/-; Damage 4d10+6 E; Pen 8; Clip 4; Reload: 3 Full
Availability: Near Unique
+Tearing (Roll 1 extra die, discard the lowest)

A horrid weapon modified from equipment used to cut starship armor, this rifle deals out egregious amounts of damage when it hits. Thankfully for opponents, it is slow-firing, slow to reload, and short-ranged.

  • Staff, Best Quality

Class: Primitive; Damage 1d10 I; Pen 0
Availability: Plentiful
Balanced, Primitive

  • Relic Flail

Class: Basic; Damage 1d10+8 I; Pen 0
Availability: N/A
Unwieldy, Resplendent - +5 to Charm and Intimidate, +30 to Search tests when attempting to hide it

Other

  • Conversion Field (Locke-Pattern)

If field blocks more than 12 points of damage, acts as a photo flash grenade (see p. 126). Wearer is unaffected.
Protection Rating: 50

After seeing the Lord Captain Drake with one of these in action, Mordecai spent no time seeking one of these protective fields out during a layover. This armband is curiously shaped like a Ouroboros Warp Eel, and can be concealed by the loose folds of his Xeno Mesh.

  • Astrae Almanac Divinitus: Provides +10 to Navigation, Pilot, Scholastic Lore (Astromancy), Trade (Astrographer)

A thick tome containing notes, maps, and other useful information for Navigators working in and around the Expanse. It occupies a position of prominence in the Navigator's chamber off the bridge.

Minions

  • Bodyguard-Assassin, Haddon Ben'yam, a female assassin often masquerading as male and using a male name
  • Navis Scion, Anastasia Ben'yam, a Navigator from House Ben'yam specializing in socializing and trade