coolyo294
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Slayer of Demons
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Post by coolyo294 on Feb 27, 2014 16:37:38 GMT
and things
House Vanderbilt
Seal: two keys crossed behind the symbol of the imperial navy. An elaborate sword bisects behind the keys and symbol. Beneath the design is a scroll that bears the house's motto (Honor est expertus, honor defenditur)
The noble Rogue Trader house of Vanderbilt was founded in the period of time following the Age of Apostasy, known as the Age of Redemption. During this time of religious fervor, men and women launched thousands of crusades, fueled by the fires of religious fervor and desperate to aid the Imperium in regaining the territory it had lost during the reign of Vandire. Admiral Cornelius Vanderbilt was one of these men. At the command of a mighty battlefleet, he plunged into the void with a prayer to the Emperor on his lips and fire in his belly.
After a year, Segamatum command lost contact with the fleet. After a decade, the Admiral and his fleet were presumed lost. But as the fifth decade of his crusade drew to a close, Vanderbilt and the survivors of his fleet burst from the Warp, carrying untold riches and tales of glory in the name of Imperium. In those fifty years Vanderbilt had seen and done much. He had vanquished great and terrible foes, brought worlds that had never seen the light of the creed into compliance, and uncovered troves of lost archeotech and other riches. Many believe that Vanderbilt did not reveal the true extent of what he witnessed in uncharted space. Whether or not this is true however remains unknown, as he kept those secrets to the grave.
As a reward for his great service, Vanderbilt was granted a Warrant of Trade. Taking with him his flagship, the Mars-class battlecruiser Radiant Host, Vanderbilt went on to lay down the foundations of what was to become a highly profitable Rogue Trader dynasty. For millennia the descendants of Vanderbilt built on the framework he had constructed. Their coffers filled and even major failures did little to dent their financial reserves. In the 39th millennium House Vanderbilt established a strong presence in the newly conquered Calixis Sector.
But such prosperity was surely the herald of the dynasty’s impending disaster. Their calamity came in the 41st millennium, with the fall of the Tellurian Combine. Over the years, House Vanderbilt’s fortune and holding had slowly become entwined with the powerful commercial interest and when its true nature as a front for the malefic Brotherhood of the Horned Shadow was discovered, so too was it revealed the depth of the House’s corruption. Fully half of the dynasty, including the then-current matriarch Lucinda Vanderbilt VII, was in thrall of the cult.
Aided by the Inquisition, the loyalist descendants of the House became fully embroiled in a vicious shadow war against their debased kin. Brother killed brother, father killed son, and slowly the mighty dynasty began to crumble. In the end the Imperium won out and the Brotherhood of the Horned Shadow was eradicated, but at great cost to the Vanderbilts. The House was a shadow of its former self, with the majority of its scions slain and many of their holdings ruined or confiscated by the Inquisition. Leadership was assumed by Cornelius Vanderbilt XI, an august and experienced trader who wasted no time in setting about the task of rebuilding. Despite its dark reputation, House Vanderbilt began to pull itself from the mire.
While his father manages affairs from his estate on [insert garden world here once internet is back up], Cornelius XII has taken a more direct approach to rebuilding within the Calixis sector. Though he is young, there is no doubt in anyone’s mind that one day he will make a fine leader of the house.
Actual Rogue Trader character to come soon
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coolyo294
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Slayer of Demons
Posts: 1,169
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stuff
Jul 18, 2014 8:09:52 GMT
Post by coolyo294 on Jul 18, 2014 8:09:52 GMT
Maybe I'll add a bio for the twins when I stop being lazy
Jonathan Darby, codename “Undertow” Serial number: 56-724-66 Date of birth: February 19th, 1987 Place of origin: Arley, Alabama, USA Weapon system: - HF sword: Jonathan’s HF sword measures 114cms total, with a blade length of 80cms and a weight of 1.8kgs. The blade is straight and constructed of high carbon spring steel with a tensile strength of 1014 MPa. Bio: Growing up in rural Alabama to a poor agricultural family, Jonathan’s opportunities in life were fairly limited. He could either join his family full time on the farm or enlist in the military. He chose the latter and enlisted at age 17. Serving as a rifleman in Iraq and Afghanistan he completed three tours of duty, but was critically injured on the fourth by a roadside IED. The blast killed four of his comrades and cost him an arm and both legs. With his career as a soldier ended and lacking any education above a high school level, Jonathan quickly found himself homeless and struggling with PTSD. Desperate for money, he signed on with a California-based PMC named Diamondback Solutions. Diamondback promised him a new body in exchange for a permanent contract, a deal he accepted without a second thought.
Catalina Martinez, codename “Gulfstream” Serial number 56-304-09 Date of birth: April 8th, 1997 Place of origin: Ciudad Juárez, Chihuahua, Mexico Weapon systems: - HF sword: Catalina’s sword is shorter than average, measuring only 73cms total with a 48cm blade. The smaller blade is more suited to the infiltration and assassination missions she is typically sent on - OctoCamo: Catalina’s cyborg body incorporates advanced stealth technology capable of replicating the pattern and texture of any surface the user needs to blend in with. It also offers temperature regulation to blend in against thermal imaging Bio: When Catalina was only ten, members of the Sinaloa cartel executed her parents for the simple offense of speaking out. Without a home to turn to, Catalina was forced to steal and kill simply to survive. In her desperation she eventually joined the Juarez Cartel and became an assassin, using her gender and young age to get close to targets without raising suspicion. Eventually Catalina and many of her comrades were capture during a raid by cybernetic and biological elements of Diamondback Solutions, who had been contracted by the Mexican government to provide security in the region. She was successfully rehabilitated by the PMC and offered a position with them as a cyborg mercenary. Out of gratitude she accepted, but strictly dictated that she only be deployed on assignments against those that prey on the weak.
Pavel Tereshchenko, codename “Riptide” Serial number: 56-991-27 Date of birth: August 11th, 1974 Place of birth: Simferopol, Crimea, East Ukraine Weapon system: - HF sword: Pavel’s HF sword is 128cms with a blade length of 94cms. The blade has also been modified to carry a shock field generator that allows Pavel to deliver lethal and nonlethal shocks to his target in addition to HF cutting. The modification done to the blade also gives it an eerie green tint Bio: Pavel’s childhood was rather uneventful. He did a brief stint in the Ukrainian military after turning 18, but never saw any action and returned to Simferopol to work as a used car salesman. When the Ukrainian Civil War ignited in 2014, Pavel, a staunch supporter of Crimean independence, joined a pro-Russian militia group known as the Ukrainian Liberation Front (Український фронт звільнення). Initially it was little more than a disorganized nuisance taking potshots at soldiers and sabotaging tanks. But as violence from both sides escalated the ULF grew increasingly militant and organized. Soon they were perpetuating massacres against civilians and attacking full-blown military targets. But when enemy militiamen captured the leader of the ULF and tortured him into revealing the identities of his comrades, Pavel was forced to flee for his life. After smuggling himself into America, Pavel attempted to reintegrate into regular civilian life. But he couldn’t. During all the bloodshed and horror he’d witnessed in Ukraine, Pavel had grown to enjoy the thrill of battle. So he signed on with Diamondback, agreeing to become a cyborg mercenary and fight for the years to come.
Ji and Ju Zhōu, codenames “El Niño” and “La Niña” respectively Serial numbers: 56-337-89 and 56-337-90 respectively Date of birth: September 4th, 1989 Place of birth: Nanjing, Jiangsu province, China Weapon systems: - HF swords: Both twins wield HF swords patterned after the Chinese jian. The swords are 100cms in length total, with 80cm blades and a total weight of 1.5kgs. - Cerebral link: The Zhōu twins share a special, experimental device embedded in their frontal lobes. This device allows them to literally meld their thoughts, enabling unparalleled synchronization and coordination.
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coolyo294
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Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Jul 24, 2014 6:09:28 GMT
Custom Only War regiment
6th Metexian Light Infantry, “the Vaqueros “
Home world: Frontier World (-4 points) CO: Maverick (-2 points) Regiment type: Light infantry (-2 points) Training doctrine: Survivalists-desert (-4 points) Special equipment doctrine: Cavalry mounts (-5) Drawback: The Few (+5 points) Standard Kit: One good quality lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character, 1 horse per Player Character, 1 saddle per Player Character, 1 saddle blanket per Player Character, 1 set of bit and bridle (or equivalent) per Player Character, 2 saddle bags per Player Character, 2 weeks’ rations for the mount. Additional standard kit items: Stub revolver and 12 bullets, microbeads, 2 weeks’ worth of additional ration packs, magnoculars, 1 additional frag grenade, knife, 1 item of abundant quantity (recaf)
Metexia:
Metexia is a frontier world located in the Calixis Sector. Roughly 70% of its surface is covered in arid scrubland and desert sands. The other 30% are oceans. The majority of Metexia’s economy is based on bovinids, the hardy, docile bovine creatures native to the planet. Almost every part of the bovinid is used by the Imperium, from their milk and meat to their hide and bone. Even their ammonia-rich urine can be processed into fertilizer.
The need to drive herds of bovinids from point a to point b lead to the rise of a new class of worker on Metexia, the bovwrangler. All bovwranglers are skilled horseback riders, adept at surviving in the desert for extended periods while they herd their flatulent charges to their final destination. Metexia’s Imperial Guard regiments are drawn almost exclusively from bovwranglers, where their skills are put to good use as mounted light infantry.
6th Metexian Vaqueros
Like most Metexian regiments, the 6th Metexian Vaqueros were drawn from the planet’s bovwranglers. They take their regiment’s name from the common term for bovwranglers in Metexia’s southern regions. Following basic training, they were shipped off to fight in the Spinward Front. Due to a Munitorium screwup during their recruitment, they are 40% under strength compared to optimum regiment size. Their commanding officer is Teddy Ortez, a wild card beloved by his men for enduring the same hardships and tribulations as them
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coolyo294
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Slayer of Demons
Posts: 1,169
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stuff
Oct 24, 2014 17:30:46 GMT
Post by coolyo294 on Oct 24, 2014 17:30:46 GMT
Mad Jackson Hale, Tau Hunter and Survivalist Extraordinaire
Career Path: Arch Militant Rank: 6 Homeworld: Frontier World Birthright: Fringe Survivor (survivalist) (300 XP) Lure of the Void: Xenos Hunter (200 XP) Trials and Travails: The Hand of War Motivation: Devotion (Duty) (100 XP) Stats: • Weapon skill: 34 • Ballistic skill: 64 • Strength: 47 • Toughness: 47 • Agility: 54 • Intelligence: 31 • Perception: 48 • Willpower: 31 • Fellowship: 44 • Wounds: 21 • Fate points: 2 • Insanity points: 20 Skills: • Speak Language (Low Gothic) (Int) • Survival +10 (int) • Wrangling (int) • Tracking +20 (int) (400 XP) • Common lore (war) (int) • Intimidate (S) • Dodge +20 (Ag) (500 XP) • Scholastic Lore (Tactica Imperialis) (Int) • Secret Tongue (Military) (Int) • Awareness +20 (Per) (500 XP) • Concealment +20 (600 XP) • Silent Move (200 XP) • Climb +10 (400 XP) • Medicae (200 XP) Talents and traits: • Leery of Outsiders • Tenacious Survivalist: • Xenos Interaction • The Face of the Enemy (Tau) • Weapon Master (Basic-auto weapons) • Sprint • Exotic Weapon Training (Needle Rifle) • Basic Weapon Training (Universal) • Pistol Weapon Training (Universal) • Melee Weapon Training (Universal) • Thrown Weapon Training (Universal) • Hatred (Tau) • Unshakeable Faith • Sound Constitution x9 (1600 XP) • Rapid Reload (200 XP) • Crack shot (500 XP) • Light Sleeper (200 XP) • Deadeye shot (200 XP) • Sharpshooter (500 XP) • Heightened senses (sight) (500 XP) • Nerves of Steel (200 XP) • Paranoia (200 XP) • Resistance (fear) (200 XP) • Jaded (500 XP) • Die Hard (200 XP) • Rapid Reaction (200 XP) • Catfall (200 XP) • Leap Up (200 XP) • Bloodtracker (500 XP) • Talented (tracking) (200 XP) • Mighty Shot (500 XP) Advances: • Ballistic skill-expert (1600 XP) • Agility-expert (1600 XP) • Perception-intermediate (1250 XP) • Toughness-trained (1500 XP) • Strength-intermediate (350 XP) Gear: • Best craftsmanship sniper rifle “Bessie” (telescopic sight) • Autorifle (Compact, silencer) • Good craftsmanship monoknife • Micro-bead • Void suit • Guard flak armour • Carnadon tooth necklace (charm) • 3 doses of stimm • Cameleoline Cloak • 2 clips of toxic shot • 2 clips of manstopper rounds 1800 XP to Spend: 0 XP Spent: 21,000
Jackson Hale was born on Stanmis, a planet located in the distant fringes of the Ultima Segmentum. Life on Stanmis was rough and its settlers fought a daily war of survival against the brutal jungles and their deadly reptilian inhabitants to eke out a meager existence exporting lumber and exotic beasts. Most were lucky if they lived to see their sixteenth birthday.
Jackson’s family was a clan of nomadic hunters that made their trade roaming from settlement to settlement, selling the hides and bodies of the reptilian predators that they killed. From the moment he could walk and hold a rifle, he was taught the principles of concealment, silent moving, and marksmanship. When a child on another world might be learning to read, Jackson was learning how to track a velocidon based on nothing more than some snapped twigs and crushed underbrush. This harsh upbringing molded Jackson into a consummate hunter and survivalist, capable of travelling through the jungle alone for days and coming back with the pelt of a mighty beast.
When Jackson was only 19, the unthinkable happened. A foul xenos race identifying as the Tau descended upon Stanmis bearing promises of friendship and collaboration. But in spite of their honeyed words, the people of Stanmis remained loyal, sending as many astropathic distress signals as they could before the Tau showed their true, violent face and destroyed the relay station.
Now stranded, the people of Stanmis vowed to sell their lives dearly until aid arrived. Jackson was no different. Along with his clan they put their hunting skills to good use against the Tau, ambushing patrols and killing high ranking targets. But this made them high value targets compared to the other civilian militias, and as the years dragged on their numbers began to dwindle. And when the Tau’s occupation of Stanmis reached its twentieth year Jackson was the only member of his clan remaining. At that point Stanmis had been mostly pacified, with only Jackson and a few other survivalists eking out an existence in the deep jungle, sporadically venturing forth to snipe soldiers and civilians alike.
Another decade passed and Jackson became the final bastion of resistance on Stanmis. Some of the Tau commanders even believed he was dead, but the reports of vicious sniper attacks that faded into the night were enough to ensure that the old man of the jungle (as the tau civilians and their gue’la auxiliaries had taken to calling him) was still alive and kicking even though none had ever seen his face.
Thirty-five years after the Tau first arrived at Stanmis, the Imperial retribution fleet finally translated into the system. The war to reclaim the frontier planet was vicious but the Imperium won out in the end. Jackson aided the guardsmen during the fighting, having been tested and determined extremely eccentric yet free of xenos corruption. He acted as a scout, ranging far ahead of the Imperial advance and picking off high value targets like the olden days.
After the war Jackson bartered his way off-planet on a bulk transporter. He quickly adapted to a nomadic lifestyle, travelling from planet to planet, selling his services as a mercenary and bodyguard. After years of drifting like this, the veteran hunter eventually ended up in the Jericho Reach, having found permanent employment in the retinue of a rogue trader dedicated to aiding the imperial war efforts in the Canis Salient against the Tau. Now given another chance to kill his most hated foe, Jackson thanks the Emperor every day for the opportunity.
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coolyo294
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Slayer of Demons
Posts: 1,169
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stuff
Nov 14, 2014 3:34:17 GMT
Post by coolyo294 on Nov 14, 2014 3:34:17 GMT
Cornelius Sebastian Agrippus Vanderbilt XII Rank 1 Rogue Trader Lord Captain of the Lance of Perdition, heir to the Vanderbilt Dynasty
Ship points: 42 Profit factor: 51 Homeworld: Child of Dynasty Birthright: Vaunted Lure of the Void: Chosen by Destiny (Fated for Greatness) Trials and Travails: High Vendetta Motivation: Pride (Archeotech Laspistol) Lineage: Outraged Scion Stats: WS: 39 BS: 42 S: 36 T: 31 Ag: 32 Int: 42 Per: 30 Wp: 37 Fel: 53 Wounds: 11/11 Fate Points: 4/4 Corruption points: 2 (stable) Insanity points: 4 (tainted) Handedness: Right handed Experience to spend: 0 Experience spent: 6,000
Achievement Points: 700 points total Exploration: 500 Creed: 200
Skills: Speak language (int) (High Gothic, Low Gothic) Literacy (int) Command (fel) Commerce (fel) Charm (fel) Common lore (int) Imperium Evaluate (int) Scholastic lore (int) (Astromancy) Inquiry (fel) Forbidden Lore (Int) (Heresy, The Warp)
Talents and Traits Air of Authority: On a successful Command Test, the Explorer may affect a number of targets equal to 1d10 plus his Fellowship Bonus. This talent has no effect on hostile targets, and only affects NPCs Paranoia: The character gains a +2 bonus on Initiative rolls, and the GM may secretly Test his Perception to notice hidden threats Honour Amongst One’s Peers: +5 to all fellowship tests to interact with high-ranking officials of the Imperium and members of the Imperial nobility in a formal setting Brook no Insult: You will allow no serious offence to your honour and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence. You may take a Willpower Test to avert this if you wish, modified by the provocation and the consequences (set by the GM) of succumbing to your rage Exceptional leader: As a free action once per round, the Rogue Trader may grant an ally that he can see and who can hear him a +10% on any one test Decadence: Through conditioning or long years of abuse, the Explorer has built up a tolerance to many inebriants, drugs, and chemicals. When drinking alcohol or similar beverages, he does not pass out until he has failed a number of Toughness Tests equal to twice his Toughness Bonus. The character also gains a +10 bonus to resist the effects of addiction. Enemy (unseen foe): The Explorer is particularly despised by a specific social group or organisation. He suffers an additional –10 penalty to Fellowship Tests when dealing with this group. This Talent is cumulative with the Rival Talent, for a total –20 penalty Good reputation (Imperial Navy): The Explorer gains an additional +10 bonus to Fellowship Tests when dealing with this group. This Talent is cumulative with Peer, for a total bonus of +20 Pistol weapon training (universal): The Explorer has practiced with nearly every single-handed ranged weapon within the confines of the Imperium, and no small number without. The Universal group confers proficiency with most pistol weapons, including the Bolt, Las, Launcher, Melta, Plasma, and SP groups Melee weapon training (universal): The Explorer has trained extensively with hand-to-hand weaponry, becoming proficient in the use of virtually all hand-held close combat arms. The universal group includes the Chain, Shock, and Power groups, and allows proficient use of all those weapon types Armour of Contempt: Whenever the Explorer gains Corruption Points, reduce the total by 1, to a minimum of 0. With a successful Willpower Test, taken as a Free Action, he may ignore the effects of accumulated Corruption Points for 1 Round. Gear: Common-craftsmanship plasma pistol (4kg) Best-craftsmanship archeotech laspistol (4kg) Common-craftsmanship power sword (3kg) Micro-bead (-kg) Void suit (8kg) Set of fine clothing (-kg) (an elaborately modified deep blue navy coat and trousers. The coat is worn unbuttoned to reveal Cornelius’s carapace breastplate) Xeno-pelt cloak (-kg) (Fine black krootleather with a white snowleopard fur ruff) Best-craftsmanship storm trooper carapace (7.5kg) (AP 7 all locations except head) (A set of black carapace armour that is unadorned save for a golden Aquila displayed on the breastplate. Typically Cornelius elects not to wear the helmet as it interferes with the regal air he attempts to give off.) Good-craftsmanship refractor field (2kg) (PR 30; overload roll 01-05) (Worn as a gorget with the Vanderbilt family seal embossed upon it)
Carry weight: 30.1/36kg Lift weight: 72kg Push weight: 144kg
Half move: 3m Full move: 6m Charge: 9m Run: 18m
Killcount: Civilians: 4 (collateral damage)
Cornelius was the third-born son of the second in line for control of the Vanderbilt dynasty. As befitted the son of a noble dynasty, he was given the best education in a variety of esoteric subjects, from high gothic calligraphy to dueling. Not expecting much in the ways of inheritance or responsibility, Cornelius frittered away his money on pleasures of the flesh, often going on month long benders of binging and excess. Many regarded him as a disgrace to his family's name. He was only twenty when the Dynasty's corruption was revealed. Despite his hedonistic nature, he remained loyal to his father and the teachings of the Emperor. This came as a shock to his debased kin, who thought he would be easily swayed to their cause. However, Cornelius's brothers were not so resilient. Lured in by promises of immense wealth and power, they abandoned their father and sibling in favor of Chaos. To truly cement their degradation, the brothers attempted to murder their father before fleeing. This attempt very likely would've succeeded if not for the arrival of Cornelius. Though his brothers were already gone by the time he arrived at their estate, his father still clung to life long enough to be entrusted to the medicaes. Swearing not to rest until his brothers were dead, Cornelius embarked on his own chapter of the war that was being played out throughout the Vanderbilt dynasty. In his father's ship Transcendent Destiny, Cornelius hunted his fallen brothers for five years before finally cornering them in the Koronus expanse. Accompanied by a pair of sword-class frigates of the Ordos Hereticus, who had a vested interest in seeing the rebel scions of House Vanderbilt put down, Cornelius finally had his revenge. One brother was killed when his ship's plasma reactor detonated. The second was killed when a boarding party led by Cornelius himself breached the command bridge of his ship. Cornelius slew him in single combat and took his head as proof of the deed. By the time Cornelius returned to his father triumphant, the shadow war was over. The Brotherhood of the Horned Shadow and their followers within the dynasty had been put to the sword. But the cost was high. Many loyal scions were dead and the majority of their holdings had been annihilated or confiscated by the Inquisition. The schism had changed Cornelius. Gone was the decadent young man more interested in sampling new drugs than negotiating a trade deal. In his place was a true Rogue Trader, hardened by his experiences and fueled by an unquenchable determination to scrub the blight from his House's name and return it once more to prosperity. He also has a healthy respect for the Inquisition and the laws of the Imperium. Though he understands some measure of illegal activity is practically a necessity in his line of work, Cornelius tries to minimize illicit activities and under no circumstances will he negotiate with xenos or heretics.
Lance of Perdition The Lance of Perdition is a Cobra-class destroyer belonging to the Vanderbilt dynasty. It was gifted to the dynasty by the navy in the 40th millennium as thanks for the aid they provided in a crusade against the seditious system of Lorn. Since then it has undergone a variety of retrofits to better serve as a Rogue Trader’s vessel, including removing the prow torpedo tubes and adding extended stowage bays. Cobra-class Destroyer (30 SP) Speed: 11 Detection: +15 Armour: 15 Space: 35 Maneuverability: +38 Hull integrity: 30 Turret rating: 1 Background package: Vessel of the Fleet (2 SP, replaces oddity and past history) (Steadfast Ally or Implacable Foe: When this background package is selected, the players can pay 1 Ship Point or 2 Ship Points. If they pay 1 Ship Point, all crew-members gain Enemy (Imperial Navy). If they pay 2 Ship Points, all crew- members gain Good Reputation (Imperial Navy). His Word Obeyed: Any crew-member who makes Command Tests aboard this ship gains a +10 bonus. Duty Unto Death: When this ship is crippled, the ship’s Captain may make a Challenging (+0) Command Test. If the Test is successful, the ship does not suffer the effects of being crippled during its subsequent turn.) Power: 44/47 Space: 35/35 Morale: 101 Crew Population: 100 Astropathic Choir: 4 Astropaths plus Choirmaster (Ryan) Essential components: Lathe Pattern 2a drive (+47 power, 14 space, 1 SP) Strelov 1 Warp Engine (10 power, 10 space, 0 SP) Geller Field (1 power, 0 space, 0 SP) Combat Bridge (1 power, 1 space, 0 SP) (Damage Control Station: As long as the bridge remains undamaged, all Tech-Use Tests to repair the ship gain +10) Vitae Pattern life sustainer (4 power, 2 space, 0 SP) Pressed-crew quarters (1 power, 2 space, 0 SP) Mark-201.b augur array (5 power, 0 space, 0 SP) Weapons: Titanforge lance weapon (9 power, 4 space, 2 SP) (prow) (Strength 1; Range 6; damage 1d10+4; crit rating 3) Jovian missile battery (3 power, 1 space, 1 SP) (dorsal) (Strength 5; Range 6, damage 1d10+1; crit rating 6; can only fire every other round) Additional components: Broadband hymn casters (3 power, 0 space, 1 SP) (Deafening: If this system is activated, all other ships must make a Difficult (–10) Tech Use Test in order to use vox or other broadcast communications while within 30 VUs of this vessel. Terrifying: When this system is activated, characters aboard this vessel gain +10 on all Intimidate Tests against all ships within 30 VUs.) Empyrean mantle (3 power, 0 space, 2 SP) (Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points) Augmented retro-thrusters (3 power, 0 space, 2 SP) Temple-shrine to the God Emperor (1 power, 1 space, 1 SP) (Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective)
Important crew: Lord Captain: Cornelius Sebastian Agrippus Vanderbilt XII (Sam) Enginseer Prime: Chief Enginseer Cymbry Yorke (Explorator, rank 2) High Factorum: Aestaban Victrix (Seneschal, rank 2) Master at Arms: Arch-Militant Grant (Rob) Master Helmsman: Voidmaster Alteraz (Craig) Master of Ordnance: First Lieutenant Holt Gillam (Navy Officer, Core Rulebook) Master of Etherics: First Lieutenant Cortsin Stubbs (Navy Officer, Core Rulebook+Scrutiny, Tech Use) Chief Chirurgen: Medical Officer Wayne Garret(Navy Officer+Medicae, Chem Use, Scholastic Lore [Chymist]) Master of Whispers: First Lieutenant Xaire Hewler (Commissar, Only War Core Rulebook) Choir-Master Telepathica: Echo (Ryan) Navigator Primaris: Quirrel Bix (Navigator, rank 2) Ship’s Confessor: Father Flynn Escariot (Missionary, rank 2)
Chief Enginseer Cymbry Yorke (Rank 2 Explorator) WS 28; BS 41; S 36; T 32; Ag 34; Int 70; Per 42; WP 36; Fel 28; Wounds 8 Home World: Forge World (Lathe Worlds) Birthright: Child of the Techno-Creed Lure of the Void: New Horizons (Seeker of Truth) Trials and Travails: High Vendetta Motivation: Knowledge (Knowledge is Life, Life is Knowledge) Skills: Common Lore (Tech +10, Machine Cult +10) (Int), Scholastic Lore (Astromancy, Numerology, Legend) (Int), Inquiry (Fel), Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int), Literacy (Int), Logic (Int), Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int), Tech-Use +10 (Int), Trade (Technomat) (Int) Talents and Traits: Technical Knock, Stranger to the Creed, Unshakeable Faith, Paranoia, Total Recall, Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant, Mechanicus Implants, Mechadendrite Use (Utility) Gear: good-Craftsmanship hellgun, good-Craftsmanship power axe, Enforcer light carapace (AP 5 all), multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate, servo-skull familiar Cybernetics: Utility Mechadendrite, Calculus Logi Upgrade, 2 bionic legs, bionic right arm Advances: Intelligence (Expert) Corruption Points: 1
Cymbry Yorke truly is a child of the Machine God. Conceived artificially and grown in a surrogate-servitor, she was trained and indoctrinated in the ways of the Omnissian Cult from the moment she could walk. But for all her training and indoctrination, a spark of free thought and a deep thirst for knowledge that could not be found within the Lathes remained that could not be scrubbed away no matter how hard the Techpriests tried. Eventually her superiors grew tired of her antics and jumped at Rogue Trader Cornelius Vanderbilt XII’s request for a skilled Enginseer to serve aboard his ship. In Cymbry’s mind this arrangement is perfectly acceptable, as a Rogue Trader’s vessel is the perfect opportunity to study horizons that would never be available to her before. And more often than not she is willing to leave the engine decks to the care of her skilled subordinates in order to accompany advance parties into the thick of unknown territory, forever vigilant for new knowledge.
High Factorum Aestaban Victrix (Rank 2 Seneschal) WS 32; BS 39; S 36; T 28; Ag 41; Int 56; Per 40; WP 35; Fel 62; Wounds 8 Home World: Noble Born (Vanderbilt Estate, Scintilla) Birthright: Savant Lure of the Void: Duty-Bound (Duty to your Dynasty) Trials and Travails: The Hand of War (Vanderbilt Shadow War) Motivation: Pride Skills: Literacy (Int), Speak Language (High Gothic, Low Gothic, Trader’s Cant) (Int), Logic +10 (Int), Barter (Fel), Commerce (Fel), Common Lore (Underworld) (Int), Deceive (Fel), Evaluate (Int), Forbidden Lore (Archeotech), Inquiry (Fel) Talents and Traits: Peer (Nobility, Administratum), Rival (Fel Dynasty), Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Leap Up, Hatred (Chaos Worshippers) Gear: Best-Craftsmanship hellpistol, best-Craftsmanship hellgun, Xeno-mesh armour (AP 3 arms, body, legs), Autoquill, dataslate, micro-bead, multikey, two sets of robes, synskin, chrono, cameleoline cloak Advances: Intelligence (Expert), Fellowship (Trained)
For almost as long as the Vanderbilt Dynasty has existed, the Victrix Clan has been their loyal servants. Aestaban is simply the next in a long line of Seneschals that stretches back almost as far as the Age of Redemption. He first served under Cornelius’s father back when he still sailed the stars before becoming a tutor to the young Cornelius Vanderbilt XII. Now that his student is grown Aestaban serves him the same way he served his father
Navigator Primaris Quirrel Bix (Rank 2 Navigator) WS 32; BS 33; S 34; T 37; Ag 44; Int 59; Per 33; WP 31; Fel 44; Wounds 11 Home World: Noble Born (Magisterial House) Birthright: Vaunted Lure of the Void: Chosen by Destiny (Seeker of Truth) Trials and Travails: Darkness (Warp Incursion) Motivation: Fear (Tormented by the Unspeakable) Skills: Literacy (Int), Speak Language (High Gothic +10, Low Gothic +10) (Int), Common Lore (Navis Nobilite) (Int), Scholastic Lore (Astromancy) (Int), Forbidden Lore (Navigators +10, Warp +10) (Int), Literacy (Int), Navigation (Stellar, Warp +10) (Int), Psyniscience +10 (Per) Talents and Traits: Pure Genes, Exalted Lineage, Etiquette, Peer (Nobility, Astropaths), Enemy (Academics), Decadence, Foresight, Resistance (Psychic Powers), Light Sleeper, Jaded, Resistance (Fear) Navigator, Pistol Weapon Training (Universal) Gear: Best-Craftsmanship hellpistol, best-Craftsmanship metal staff, best-Craftsmanship xeno-mesh armour (AP 4 arms, body, legs), Emperor’s tarot deck, silk headscarf, Nobilite robes, charm, micro-bead Advances: Intelligence (Expert) Mutations: Eyes as Dark as the Void Corruption points: 6 Insanity points: 11
The Navis Nobilite Family of Bix has long had ties with the Vanderbilt Dynasty, offering the service of their sons and daughters in exchange for compacts of aid and material wealth. Being a minor son of the family, Quirrel never expected a glamourous posting aboard a flashy warship. Indeed, his first service was aboard the Vanderbilt sprint-trader Golden Goose III ferrying ore between planets. But with the coming of the Vanderbilt family schism the boring posting was transformed into one fraught with danger. Hounded by a heretic vessel and with a damaged warp drive, the Golden Goose III was forced to make an emergency Warp translation. En route to their destination damaged warp drive bled incursions of unreality constantly into the ship and by the time they arrived at safe port on Scintilla 95% of the ship’s crew was dead or insane. Quirrel managed to survive, though he is haunted by the horrors he witnessed and heard. In addition one specific name torments his dreams: Luszenohiel. He does not truly know what this means, only that the mere mention of the fell name is enough to chill his very soul. He never leaves his designated spire and when he needs to communicate with the crew he does so via vox or envoy
Father Flynn Escariot, Ship’s Confessor (Rank 2 Missionary) WS 39; BS 39; S 41; T 39; Ag 42; Int 42; Per 36; WP 44; Fel 45; Wounds 9 Home World: Imperial World Birthright: Child of the Creed Lure of the Void: Duty-bound (Duty to the Throne) Trials and Travails: Calamity Motivation: Endurance Skills: Common Lore (Imperial Creed +10, Imperium+10, War) (Int), Forbidden Lore (Heresy) (Int), Medicae +10 (Int), Scholastic Lore (Imperial Creed +10) (Int), Speak Language (High Gothic +10, Low Gothic) (Int), Literacy (Int), Dodge +10 (Ag), Charm (Fel), Awareness (Per) Talents and Traits: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pure Faith, Unshakable Faith, Blessed Ignorance, Armour of Contempt, Light Sleeper, Nerves of Steel, Hatred (Heretics), Sound Constitution (3) Gear: Good-Craftsmanship chainsword, good-Craftsmanship flamer, best-Craftsmanship guard flak armour (AP 5 all), Ecclesiarchal robes, rosarius (PR 45), sepulchre, censer and incense, micro-bead, Recoil Glove Advances: Toughness (Intermediate), Perception (Simple)
Flynn Escariot has ministered to the spiritual needs of the crew of the Lance of Perdition for as long as anyone can remember. Few can forget his grizzled, grey-bearded form as he wanders the ship giving impromptu sermons and blessings as he goes. Though this attracts some ire from the officers and bosuns as his fiery words can draw a crowd that seriously disrupts an orderly work schedule, the preacher is beloved enough by the crew for them to let it slide lest his punishment invite reprisal. When he’s not tending to his flock in the ship’s massive temple-shrine, Flynn is more than willing to travel with advance parties into undiscovered territory so that he may shine the Emperor’s light where it is lacking. Be that with fiery words or fiery promethium, Flynn is never sure.
Navy Officer (Rogue Trader Core Rulebook) WS 38; BS 32; S 30; T 30; Ag 35; Int 35; Per 30; WP 38; Fel 31; Wounds 12 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Common Lore (Imperium, Void, Imperial Navy, War) (Int), Navigation (Stellar) (Int), Speak Language (High Gothic, Low Gothic) (Int) Talents and Traits: Basic Weapon Training (Las, SP), Nerves of Steel, Melee Weapon Training (Primitive, Universal), Peer (Imperial Navy), Pistol Training (Universal), Gear: Flak reinforced uniform (Arms 3, Body 3, Legs 3), Naval pistol (20m; S/3/–; 1d10+4 I; Pen 0; Clip 6; Reload Full; Tearing), mono-sword (1d10+3 R; Pen 2) or officer’s cutlass (1d10+3 R; Shocking), 2 spare naval pistol clips, personal vox, officer’s seal, respirator
Master of Whispers (Commissar, Only War Core Rulebook) WS 35; BS 35; S 30; T 35; Ag 35; Int 40; Per 40; WP 45; Fel 45; Wounds 18 Skills: Athletics (S), Awareness (Per) +10, Charm (Fel) +10, Command (Fel) +10, Common Lore (Imperium, Void, Imperial Navy, War) (Int), Dodge (Ag), Inquiry (Fel) +10, Interrogation (WP) +10, Intimidate (S) +10, Speak Language (High Gothic, Low Gothic) (Int), Scholastic Lore (Judgement, Tactica Imperialis) (Int) +10, Scrutiny (Per) +10 Talents: Air of Authority, Weapon Training (Las, SP), Nerves of Steel, Melee Weapon Training (Primitive, Universal), Peer (Imperial Navy), Pistol Training (Universal) Gear: Flak reinforced uniform (Arms 3, Body 3, Legs 3), Naval pistol (20m; S/3/–; 1d10+4 I; Pen 0; Clip 6; Reload Full; Tearing), mono-sword (1d10+3 R; Pen 2), 2 spare naval pistol clips, personal vox, officer’s seal, respirator
First Lieutenant Holt Gillam, Master of Ordnance (Navy Officer) A loud, bullish man who can trace his lineage all the way back to the Lance of Perdition’s Navy days. But for all his boasting and blustering Gillam is an extremely competent officer, capable of directing macrocannon and lance fire with pinpoint accuracy even during the most desperate of battles
First Lieutenant Cortsin Stubbs, Master of Etherics (Navy Officer+Scrutiny, Tech Use) Cortsin Stubbs is an eccentric man. When he is not directing the efforts of his subordinates, Stubbs has been known to pull a variety of bizarre stunts including attempting to contact the Emperor via long range vox, broadcasting loud repeating loops of Scintillan marshal music into a planetary network, and scanning the same sublight tugboat over three dozen times when they were docked at Port Wander because “it looked suspicious”. Regardless, Stubbs is tolerated because comms-officers of his calibre are difficult to find.
Medical Officer Wayne Garret, Chief Chirurgen (Navy Officer+Medicae, Chem Use, Scholastic Lore [Chymist]) Garret is a layperson of the Adeptus Mechanicus Biologis. His stint as medical officer aboard the Lance of Perdition is part of a trial by his Mechanicus masters to see if he is worthy of rising further among their ranks. But despite his outside loyalties Garret is a trustworthy and loyal officer who would do nothing to jeopardize his station.
First Lieutenant Xaire Hewler, Master of Whispers Nicknamed the “Steel Bitch” but never called this to her face, the current Master of Whispers is a self-styled Commissar by the name of Xaire Hewler. She and her network of spies prowl the corridors of the Lance of Perdition with scrutinizing glares, seeking out even the slightest hints of sedition. Most crewmembers aren’t even aware of her existence, yet those that are rightfully fear her.
Ship Culture:
Despite not being part of the Navy for the better part of a millenium now, the ratings and officers of the Lance of Perdition still maintain many of the ranks, traditions, and discipline that mark a vessel of the Imperial Fleet. But at the same time years of trade and exploration missions have lessened their hardline militaristic bent and allowed elements of more peaceful ships to develop, such as crew-clans. One such clan are the Orrells, a centuries old family responsible for maintaining the twelfth convex-projector of the Perdition’s mighty Titanforge lance weapon.
Members of the crew also take great pride in their lineage. Most officers spare no occasion proudly declare that they can trace their family line all the way back to the ship’s navy days, while a lowly rating might only be able to call back a few generations prior his own. Social standing on the ship is based entirely on your lineage. The more storied and ancient the line, the more highly regarded the crewman. Thus many lesser ratings strive to achieve great things, so that their own descendants will be able to reap the benefits of status that they could not.
The Vanderbilt Dynasty
Warrant age: Age of Redemption Fortune and fate: Rising star Acquisition: Prize of war Sanction: Fall of the Tellurian Combine Contacts: Merchant house Warrant renown: Infamous Seal: two keys crossed behind the symbol of the imperial navy. A sword bisects behind the keys and symbol. Beneath the design is a scroll that bears the house's motto (Honor est expertus, honor defenditur) The noble Rogue Trader house of Vanderbilt was founded in the period of time following the Age of Apostasy, known as the Age of Redemption. During this time of religious fervor, men and women launched thousands of crusades, fueled by the fires of religious fervor and desperate to aid the Imperium in regaining the territory it had lost during the reign of Vandire. Admiral Cornelius Vanderbilt was one of these men. At the command of a mighty battlefleet, he plunged into the void with a prayer to the Emperor on his lips and the fire of faith in his belly. After a year, Segmentum command lost contact with the fleet. After a decade, the Admiral and his fleet were presumed lost. But as the fifth decade of his crusade drew to a close, Vanderbilt and the survivors of his fleet burst from the Warp, carrying untold riches and tales of glories achieved in the name of the Imperium. In those fifty years Vanderbilt had seen and done much. He had vanquished great and terrible foes, brought worlds that had never seen the light of the creed into compliance, and uncovered troves of lost archeotech and other riches. Many believe that Vanderbilt did not reveal the true extent of what he witnessed in uncharted space. Whether or not this is true however remains unknown, as he kept those secrets to the grave. As a reward for his great service, Vanderbilt was granted a Warrant of Trade. Taking with him his flagship, the Mars-class battlecruiser Radiant Host, Vanderbilt went on to lay down the foundations of what was to become a highly profitable Rogue Trader dynasty. For millennia the descendants of Vanderbilt built on the framework he had constructed. Their coffers filled and even major failures did little to dent their financial reserves. In the 39th millennium House Vanderbilt established a strong presence in the newly conquered Calixis Sector. But such prosperity was surely the herald of the dynasty’s impending disaster. Their calamity came in the 41st millennium, with the fall of the Tellurian Combine. Over the years, House Vanderbilt’s fortune and holding had slowly become entwined with the powerful commercial interest and when its true nature as a front for the malefic Brotherhood of the Horned Shadow was discovered, so too was it revealed the depth of the House’s corruption. A full half of the dynasty, including the then-current matriarch Lucinda Vanderbilt VII, was in thrall of the cult. Aided by the Inquisition, the loyalist descendants of the House became embroiled in a vicious shadow war against their debased kin. Brother killed brother, father killed son, and slowly the mighty dynasty began to crumble. In the end the Imperium won out and the Brotherhood of the Horned Shadow was eradicated, but at great cost to the Vanderbilts. The House was a shadow of its former self, with the majority of its scions slain and many of their holdings ruined or confiscated by the Inquisition. Leadership was assumed by Cornelius Vanderbilt XVI, an august and experienced trader who wasted no time in setting about the task of rebuilding. Despite its dark reputation, House Vanderbilt began to pull itself from the mire. While his father manages affairs from the family estate on Scintilla, Cornelius XII has taken a more direct approach to rebuilding within the Calixis sector. Though he is young, there is no doubt in anyone’s mind that one day he will make a fine leader of the house.
Other stuff: - The standard uniform of officers aboard Vanderbilt Dynasty ships is a sky blue outfit patterned off the one worn by officers of Battlefleet Calixis. Their name is printed on the left breast and the House Vanderbilt seal is printed on the right. (Use Navy Officer stats from core rulebook) - The standard uniform for household troops of the Vanderbilt dynasty is a flak overcoat over sky blue fatigues. Most troops are equipped with lasguns or pump-action shotguns. (Use hired gun stats from the core rulebook)
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