Solarus

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Rogue Trader: Drake Dynasty
GM
Adam
Dynastic Power
Character Level: 32,250 XP / Rank 8
Profit Factor: 45𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
High Factorum August Von Appenweier
Void-Master Kashel Adiutrix
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
Solarus in his power armor and psychic hood.

Vitals

Name: Jorin Solarus

Rank: Ships Astropath
Race: Astropath
Gender: Male
Age:
Date of Birth: ???

Place of Birth:

Height:
Weight:
Build:
Eyes: Entirely Black
Hair: Bald and scarred

To Be completed later...

Quote

"You will have to do without me. Try to make do." "I do not like this plan anymore." -Solarus responds to Brother Winter

Background

Abilities

Talents

  • Peer (Insane, Astropaths): Gain a +10 to FELlowship tests when interacting with those groups
  • Pistol Weapons Training (Universal): Can use any pistol class weapon without penalty
  • Melee Weapons Training (Universal): Can use any melee class weapon without penalty
  • Heightened Senses (Sound): Gain a +10 to any tests specifically involving this sense
  • Rit of Sanctioning (Psy Discharge): When a Psychic Phenomena occurs and a Perils of the Warp does not occur, I can choose to have the named phenomena occur instead
  • Dark Soul: Take only half the penalty when rolling any malignancy tests
  • Sound Constitution x10: increase wounds by 1 per (10 total)
  • Resistance (Psychic Power): Gain a +10 bonus when making tests to resist the stated event
  • Armour of Contempt: When he gains corruption, he reduces it by 1 (minimum 0); with a WillPower test he can ignore the effects of accumulated corruption points for 1 round
  • Hatred (Daemons): Gain a +10 to weapons skill tests made against the stated group
  • Strong Minded: May re-roll failed WillPower tests to resist any Psychic Techniques that effect his mind.
  • Infused Knowledge: gains a +10 to any Common or Scholastic Lore he possesses, and treats all other Common or Scholastic Lore as Basic Skills that can be used untrained
  • Favored by the Warp: May re-roll on the Psychic Phenomena Table, taking the better result, when the Psychic Phenomena is caused by a Focus Power Test
  • Iron Jaw: If stunned may roll a Toughness check to ignore the effects
  • Warp Sense: can view the Warp and Reality in parallel with concentration; makes Psynicience checks as Half Actions instead of Full Actions
  • Talented (Psyniscience): gains a +10 to the stated skill
  • Bastion of Iron Will: Doubles Defensive Psy rating on opposed tests involving Psyniscience or Phychic Techniques
  • Improved Warp Sense: May use Psyniscence as a free action.
  • Blind Fighting: Reduce all penalties from obscured vision by half.
  • Sure Strike: When I hit I may choose whether it hits the location determined by the dice, or reverse the 10s and 1s places.
  • Jaded: Outrageous events no longer cause insanity points, or fear tests, but Terrors of the Warp still do so.
  • Polyglot: Treat all Languages as Basic Skills, but tests using this talent suffer a -10
  • Warp Conduit: When I pushing powers I add +1 and -10 to my Psychic Phenomena roll
  • Duty Unto Death: Ignore the effects of Injury, Fatigue, and Stunning during combat. I still take damage, and Death effects me normally.
  • Sprint: When taking the Full move action may add Agility bonus to movement, and double speed when taking a Run action. Gain one level of Fatigue if I use this on two turns in a row.

Traits

  • 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
  • Soul Binding: Astropaths gain a +20 to his WillPower when resisting possession, any opposed WillPower test against a Daemon, or whenever making a WilllPower test to resist any Talents, Psychic Power, Special Ability, or other effect originating from a Daemon. When rolling Perils of the Warp roll an additional d10 and may discard any one d10 for a more favorable result
  • PSY rating 8

Mutation

  • Feels No Pain: Gains +5 wounds and Iron Jaw talent

Psychic Powers

Psychic Discipline

  • Telepathy
  • Telekinesis
  • Divivnation

Psychic Techniques

  • Short Range Telepathy
  • Beacon
  • Mind Link
  • Force Bolt
  • Telekinetic Crush
  • Telekinetic Shield
  • Death Grip
  • Psycho-Kinetic Mist
  • In Harms Way
  • Foreshadow
  • Augury
  • Divining the Future
  • Precision Telekinesis
  • Levitate

Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
52 52 44 40
••• ••• ••• •
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
43 65 38 68 31
•• •••• • ••••

Experience and Derived Characteristics

Wounds Armour Fate Points XP Spent XP to Spend Corruption Insanity
27 8(3)+4 [+?] 3 32250 0 9 32

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 +10(snd)
Barter (Fel) X
Carouse (T) X
Charm (Fel) X
Climb (S) X
Command (Fel) X
Commerce (Fel) X
Concealment (Ag) X
Contortionist (Ag) X
Deceive (Fel) X
Disguise (Fel) X
Dodge (Ag) X X X
Evaluate (Int) X
Gamble (Int) X
Inquiry (Fel) X
Intimidate (S) X
Logic (Int) X
Scrutiny (Per) X X
Search (Per) X
Silent Move (Ag) X
Swim (S) X

Advanced Skills

Skill B T +10 +20 Bonus
Ciphers (Int) X X
Common Lore: All Others (Int) X
Common Lore: Adeptus Telepathica (Int) X X +10
Literacy (Int) X X
Forbidden Lore: Warp (Int) X X X X
Forbidden Lore: Psychers (Int) X X X X
Invocation(Wp) X X X X
Navigation:Stellar(Int) X
Pilot:Space Craft(Ag) X
Psyniscience (Per) X X X X +10
Scholastic Lore: Cryptology (Int) X X +10
Scholastic Lore: Occult (Int) X X +10
Scholastic Lore: All Other (Int) X
Sleight of Hand (Ag) X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Speak Language: Ship Dialect (Int) X
Speak Language: All Other (Int) X

Wargear

Weapons

  • Inferno Pistol (S/-/-; Range 10m; 4d10+8 E; Pen 13; Clip 3; Reload Full; 2.5kg)
  • Wytchblade (1d10+5; Pen 3xPsy; Power Field, Balanced, Triple Strength)
  • Archeotech Laspistol (S/3/-; Range 90m; 1d10+3 E; Pen 2; Clip 70; Reload Full; Reliable, Accurate; 4kg)
  • Bolt Pistol (S/2/-; Range 30m; 2d10+5 X; Pen 4; Clip 8; Reload Full; Tearing ; 3.5kg)

Protective

  • Heavy Power Armor (All: 8, add +20 to Strength, increase size to Hulking)
  • Dark Cloak of Unknown Beast (3 points of Armour that ignores the penetration of heat based weapons)
  • Refractor Field (PR 30, Overload 1-5)
  • Coversion Field (PR 50, Overload 1-10, when more than 12 points of damage absorbed acts as flash bomb)

Equipment

  • Psyfocus
  • Psychic Hood