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[CANCLED] Erwin Siegmar [First Draft?]
Chapter 8.1: Crunch update as of the end of Chapter 8.

Chapter 8.1: Crunch update as of the end of Chapter 8.

Gains from completion of The Shakedown:

+500 Available XP for each character.

The Man Himself: Chester Von Sebastion!

Character Name: Chester Von Sebastion Career: Rogue Trader 1

Career Skills:

All Basic Skills

+1 Ranks in: Charm, Command, Commerce, Common Lore (Imperium), Evaluate, Literacy, Scholastic Lore (Astromancy), Speak Language (HIgh Gothic), Speak Language (Low Gothic) Career Talents: Air of Autrhority, Pistol Weapon Training (Universal), Melee Weapon Teaining (Universal).

Profit Factor:

Starting : 35

Current : 35

Purchased Skills & Talents:

+1 Rank in Awareness, Commerce, Common Lore (Imperium of Man)

Purchaced Characteristic Improvements:

+5 Balistic Skill

Experience Points:

Available: 0

Spent: 5500

Next Career Rank at 7000 XP spent.

Origin Path

Homeword: House Voin Sebastion, Oasis, Riptide system

Child of Dynasty: -3 Toughness, +3 Inteligence, -5 Willpower, +5 Fellowship (Included).

+2 Ranks in Literacy and Speak (High Gothic)

Has the Honor Amongst One's Peers and Unseen enemy Traits

Bithright: Savant

+3 Fellowship, -3 Toughness (Included).

+1 rank in Logic (Int)

Lure of the Void: Archeotechnologist (New Horizons)

+3 Inteligence (Included).

Gain an herloom item: House Von Sebastion Ancestral Seal.

+2 Ranks in Forbidden Lore (Archeotech)

Trials & Travails: Dark Voyage

Things Man was not Meant to Know: +1 rank in Forbidden Lore (Archeotech)

Marked by darkness: +2 Insanity

Motivation: Prestiege

Has the Peer (Dannan Navigators) Talent

Lineage: Proven to be Pure (Witch-Born)

Has the Resistance (Psychics) Talent

Characteristics Weapon Skill (WS) 36 Ballistic Skill (BS) 36 Strength (STR) 35 STR Modifier: 3 Toughness (TGH) 37 TGH Modifier: 3 Agility (AGL) 40 AGL Modifier: 4 Inteligence (INT) 42 INT Modifier: 4 Perception (PER) 35 PER Modifier: 3 Willpower (WP) 33 WP Modifier: 3 Fellowship (FEL) 48 FEL Modifier: 4 Skills Skill (Atribute) Rank Check Modifier Awareness (PER) Trained (2) +0 Barter (FEL) Basic (1) -24 Carouse (TGH) Basic (1) -18 Charm (FEL) Trained (2) +0 Climb (STR) Basic (1) -17 Command (FEL) Trained (2) +0 Commerce (FEL) Trained (2) +0 Common Lore (The Imperium of Man) (INT) Trained (2) +0 Concealment (AGL) Basic (1) -20 Contortionist (AGL) Basic (1) -20 Decieve (FEL) Basic (1) -24 Disguise (FEL) Basic (1) -24 Dodge (AGL) Basic (1) -20 Evaluate (INT) Trained (2) +0 Forbidden Lore (Archeotech) (INT) Advanced (3) +10 Gamble (INT) Basic (1) -20 Inquiry (FEL) Basic (1) -24 Intimidate (STR) Basic (1) -17 Literacy (INT) Advanced (3) +10 Logic (INT) Trained (2) +0 Scholatic Lore (Astromancy) (INT) Basic (1) -20 Scrutiny (PER) Basic (1) -17 Search (PER) Basic (1) -17 Silent Move (AGL) Basic (1) -20 Speal Language (High Gothic) (INT) Advanced (3) +10 Speakl language (Low Gothinc) (INT) Basic (1) -20 Swim (STR) Basic (1) -17 Traits

Honor Amongst One's Peers:

+5 Fellowship when interacting with high-ranking Imperium officals and Imperial nobles in official settings.

Unseen Enemy:

An unknown Nemisis stalks this character. Gain the Enemy Talent aganst this Nemisis.

Talents

Air of Authority:

Effects 1d10 people per Command test.

Can attempt to Command people outside one's own chain of command at a -10 modifier.

Enemy (????):

-20 to FEL tests with (????)

Melee Weapon Trianing (Universal):

Can use all Imperial melee weapons without penalty.

Peer (Dannan Navigators):

+10 to FEL when dealing with Dannan Navigators

Pistol Weapon Training (Universal):

Can use all Imperial Pistol-type weapons without penalty.

Resistance (Psychics):

+10 to all tests to resist Psychic powers

Movement Half Move: 4 meters per round Full Move: 8 meters per round Charge: 16 meters per round Run: 24 meters per round Base Leap (Horizontal): 3 meters Base Jump (Vertical): 0.6 Meters Carry limit: 36 kg

Currently wearing & carrying 22.1 kg Lift limit: 72 kg Push limit: 144 kg Health

Wounds (HP): 6 / 6

Fatigue: none

Critical Injuries: none

Insanity: 2 / 100

Degree: Stable

Disorders: none

Corruption: 0 / 100

Degree: Tainted

Malignancies: none

Fate:

3 Total Fate Points

3 Current Fate Points

Mutations None... Gear and Acquistions Item Effect Weight House Von Sebastion Ancestral Seal - Vox Microbead in-ear vox set, limited range. - Void Suit soft space suit with attached life support, tether kit, and magboots. Allows survival in space. 8kg (STORED) Fine Clothes It's fancy clothing. suitable for Rogue traders. Fasionable(ish) and practical. - (WORN) Carnodon Pelt Cloak Formal Hose Von Sebastion apparel for a Ship's commander - (STORED) Enforcer Light Carapace Armor (House Von Sebastion, best quaility) Armor: because flesh is squishy.

Provides 6 points of armor to all locations. 7.5kg (WORN) Weapons Name, Type, and Range Damage, Rate of Fire, and Ammo Weight and Special Qualities

Wrath pattern Plasma Pistol

Type: Pistol

Range Brackets:

'Point Blank' 0-2m (+30 to hit)

Short: 2-20m(+10 to hit)

Normal: 20-80m (+0 to hit)

Long: 80-120m (-10 to hit)

Maximum 120-160m (-30 to hit)

Damage: 1d10+8

Damage Type: Energy (Plasma)

Armor Penitration: 6

Rate of Fire: Single shot only

Magazine (plasma flask): 8 shots

Reload time: 3 Full rounds

Carried reloads: 3 flasks

5kg + 0.6kg of carried ammo

Overheats: This weapon overheats instead of jamming. Whn it overheats, wielder must either drop the weapon or suffet 1d10+8 E damage at Pen 0 to the hand using the weapon. The weapon must spens one turn cooling down after overheating before it can be picked up or used again.

Accurate: additional +10 BS when aiming. +1d10 damage per two degress of sucess on hit

Mordian pattern Power Sword

Type: Melee

Range: 1m

Damage: 1d10+5

Damage Type: Energy (Disruptor Field)

Armor Penitration: 5

3 kg

Power Field: 75% chance to destroy weapons without the Power field, Natural, or Warp Weapon qualities on a sucessfull parry.

Well Ballanced: +15 to Parry checks

Archeotech Mezoa pattern Power Ax

Type: melee

Range: 1m

Damage: 1d10+7

Damage Type: Energy (Disruptor Field)

Armor Penitration: 10

6 kg

Power Field: 75% chance to destroy weapons without the Power field, Natural, or Warp Weapon qualities on a sucessfull parry.

Unbalanced: -10 to Parry Checks

Steady (Unbalanced): +3 to armor penitration (Included).

Dogged: No matter the circumstances, this item will find it's way back to the owner eventually.

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Navigator Murirn Ni Soar Dannan

Character Name: Murirn Ni Soar Dannan Career: Navigator 1

Career Skills:

All Basic Skills

+1 Ranks in: Common Lore (Navis Nobilite), Forbidden Lore (Navigators), Forbidden lore (Warp), Literacy, Navigation (Stellar), Navigation (Warp), Psyniscience, Scholatic Lore (Astromancy), Speak Language (High Gothic), Speak Language (Low Gothic) Career Talents: Navigator, Pistol Weapon Training (Universal)

Profit Factor:

Subserviant to Chester Von Sebastion / House Von Sebastion

Efective profit factor: 35

Purchased Skills & Talents:

+1 Rank in Literacy, Navigation (Stellar), Navigation (Warp), Psyniscience

Purchaced Characteristic Improvements:

+5 Inteligence, +5 Perception

Experience Points:

Available: 0

Spent: 5500

Next Career Rank at 7000 XP spent.

Origin Path

Homeword: Gibil 2, HJG-1024 System

A case of content theft: this narrative is not rightfully on Amazon; if you spot it, report the violation.

Forge Worlder: -5 Weapon Skill, +5 Inteligence (included).

+1 Rank in Common Lore (Tech) and Common Lore (Machine Cult).

Credo Omnissiah: has the Stranger to the Cult Trait and the Technical Knock Talent.

Fit For Purpose (Forge World): +3 willpower (Included).

Bithright: Contaminated Environs

+3 Willpower, -3 Fellowship (included).

Has the Peer (Mutants) and Resistance (poisions) Talents

Lure of the Void: Hunted

+3 Perception

Has the Light Sleeper and Enemy (My Hunter) Talents

Trials & Travails: Beyond the Pale

+1 Corruption, +5 Insanity (included).

+1 rank in Forbidden lore (Navigators) and Forbidden Lore (Warp).

Motivation: Pride

Has an Heirloom Chainsword.

Lineage: Prominent Ancestry

+2 ranks in Scholastic lore (Archaic)

+1 rank in Sholastic lore (Legend)

Navigator House Lineage: Dannan (Nomadic)

Has the Lore of the Wanderer, A Taste foe the Warp, and Scorn of Dirt Dwellers Traits.

+1 Navigator Mutation

Characteristics Weapon Skill (WS) 33 Ballistic Skill (BS) 35 Strength (STR) 38 STR Modifier: 3 Toughness (TGH) 44 TGH Modifier: 4 Agility (AGL) 36 AGL Modifier: 3 Inteligence (INT) 44 INT Modifier: 4 Perception (PER) 47 PER Modifier: 4 Willpower (WP) 50 WP Modifier: 5 Fellowship (FEL) 31 FEL Modifier: 3 Skills Skill (Atribute) Rank Check Modifier Awareness (PER) Basic (1) -23 Barter (FEL) Basic (1) -15 Carouse (TGH) Basic (1) -22 Charm (FEL) Basic (1) -15 Climb (STR) Basic (1) -19 Command (FEL) Basic (1) -15 Common Lore (Tech) (INT) Basic (1) -22 Common Lore (Machine Cult) (INT) Basic (1) -22 Common Lore (Navis Nobilite) (INT) Basic (1) -22 Concealment (AGL) Basic (1) -18 Contortionist (AGL) Basic (1) -18 Decieve (FEL) Basic (1) -15 Disguise (FEL) Basic (1) -15 Dodge (AGL) Basic (1) -18 Evaluate (INT) Basic (1) -22 Forbidden Lore (Navigators) (INT) Trained (2) +0 Forbidden Lore (Warp) (INT) Trained (2) +0 Gamble (INT) Basic (1) -22 Inquiry (FEL) Basic (1) -15 Intimidate (STR) Basic (1) -19 Literacy (INT) Trained (2) +0 Logic (INT) Basic (1) -22 Navigation (Stellar) (INT) Trained (2) +0 Navigation (Warp) (INT) Trained (2) +10 Psyniscience (PER) Trained (2) +0 Scholatic Lore (Archaic) (INT) Trained (2) +0 Scholatic Lore (Astromancy) (INT) Basic (1) -22 Scholatic Lore (Legend) (INT) Basic (1) -22 Scrutiny (PER) Basic (1) -23 Search (PER) Basic (1) -23 Silent Move (AGL) Basic (1) -18 Speal Language (High Gothic) (INT) Trained (2) +0 Speakl language (Low Gothinc) (INT) Basic (1) -22 Swim (STR) Basic (1) -19 Traits

Lore of the Wanderer

Has the Talented (Navigation (Warp)) Talent

Regeneration

Test Toughness at the end of each round of combat or day of narative time. If this test is passed, heal 1 wound (+1HP).

Critial Injuries are healed first.

Trait is lost on death.

Stranger to the Cult

-10 to tests involving knowledge of the Imperial Creed.

-5 to tests when interacting with memebrs of the Ecclesiarchy in formal settings.

Scorn of Dirt Dwellers

-10 Felowship when on a planitary body (planet, moon, etc.) and interacting with Locals.

A Taste for the Warp

May spend (not burn) a fate point to automaticaly suceed in casting a Navigator Power at 1d5-1 Degress of Sucess.

Talents

Enemy (My Hunter):

-20 to FEL tests with (???)

Light Sleeper:

You are alwayscounted as awake, even if you are asleep, for Awareness Tests, being Surprised or getting up in a hurry.

Often Tired or Grumpy if not left to sleep for extended periods of time (8+ hhours).

Navigator:

Posesses a physical third eye in the cener of the forehead that can see into the Warp.

Looking into this eye, if open and not veiled, causes the viewer to look into the Warp.

Can, with training, Navigate the Warp.

Only ever recieves Navigator Mutations instead of regular Mutations.

Peer (Mutants):

+10 to FEL when dealing with Mutants, including Astropaths and Navigators

Pistol Weapon Training (Universal):

Can use all Imperial Pistol-type weapons without penalty.

Resistance (Poisions):

+10 to all tests to resist poisions.

Talented (Navigaton (Warp))

+10 to Navigation (Warp) checks (included).

Technical Knock:

Can unjam any gun as a Half Action instead of a full action.

Must touch the gun in question to enact this rite.

May only perform this rite on one weapon per Round.

Movement Half Move: 3 meters per round Full Move: 6 meters per round Charge: 9 meters per round Run: 18 meters per round Base Leap (Horizontal): 3 meters Base Jump (Vertical): 0.6 Meters Carry limit: 45 kg

Currently wearing & carrying 24.25 kg Lift limit: 90 kg Push limit: 180 kg Health

Wounds (HP): 10 / 10

Fatigue: none

Critical Injuries: none

Insanity: 5 / 100

Degree: Stable

Disorders: none

Corruption: 1 / 100

Degree: Tainted

Malignancies: none

Fate:

2 Total Fate Points

2 Current Fate Points

Navigator Mutations

Strange Vitality

Has the Regeneration Trait

Gear and Acquistions Item Effect Weight Omnissia Cogwheel Charm ??? - Vox Microbead in-ear vox set, limited range. - Silk Headscarf (House Dannan) Covers the Third Eye. - (WORN) Navis Nobiliete Robes (House Dannan) It's fancy Robes. suitable for Navigators of Noble Houses. A tad plain, as befitting a practical-minded Nomadic house. - (WORN) Emperor's Tarrot Deck May produce omens of the future when used by a Pskyer (Not a Navigator). - Xeno-Mesh Armor with Cowl (Imperial Imitation, best quaility) Armor: because flesh is squishy.

Provides 4 points of armor to all locations. 1.25 kg (WORN) Weapons Name, Type, and Range Damage, Rate of Fire, and Ammo Weight and Special Qualities

Lucius pattern Hellpistol (Best quality)

Type: Pistol

Range Brackets:

'Point Blank' 0-2m (+30 to hit)

Short: 2-17.5m(+10 to hit)

Normal: 17.5-70m (+0 to hit)

Long: 70-105m (-10 to hit)

Maximum 105-140m (-30 to hit)

Damage: 1d10+4

Damage Type: Energy (Laser)

Armor Penitration: 7

Rate of Fire: Single shot OR 2 round Burst

Magazine (belt-mounted power pack): 40 shots

Reload time: 2 Full rounds

Carried reloads: none

4kg + 10kg of carried ammo

Supremly Reliable: This weapon never Jams.

Heirloom Chainsword (Best quality)

Type: Melee

Range: 1m

Damage: 1d10+3

Damage Type: Rending (Motorized teeth)

Armor Penitration: 2

6 kg

UNTRAINED: all attacks are made at -16 before other modifiers.

Best Quality (Melee): +10 to hit when attacking.

Tearing: rolls one extra damage die and discards the lowest.

Ballanced: +10 to Parry checks

Metal staff (Best quality)

Type: melee

Range: 1m

Damage: 1d10+7

Damage Type: Impact (Blunt force)

Armor Penitration: 0

3 kg

UNTRAINED: all attacks are made at -16 before other modifiers.

Two Handed: may not wield a second weapon while using this one.

Best Quality (Melee): +10 to hit when attacking.

Ballanced: +10 to Parry checks

Primitive: non-Primitive armor counts twice aganst this weapon's damage.

Navigator Powers None...

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The Ship: the Erwin Siegmar

Ship Name: Erwin Siegmar Hull Type: 'Universe' Mass Conveyor, Modified Class: Loki II 'Armed Merchantman' Speed (Real Space): 3 Void Units (VU) per turn Manuverability modifier: -23 Detection modifier: -5

(+15 while on an Endeavor) Point Defense Turret Rating: 1 Void Shields: 1 Armor value: 13 Hull Integrity: 65 / 65 Crew Population: 102 / 102 Crew morale : 128 / 128 Weapon capacity: 1 Dorsal, 1 Port, 1 Starboard Space: 101 available, 91 used Power: 75 available, 70 used Inherent Hull and Class modifiers: 'Universe' Mass Conveyor: +2 Speed (Real Space), -20 Manuverability modifier, +5 Detection modifier, maximum Hull Integrity 65, +100 Crew Health, +100 Crew Population, Armor value +12, Point Defense Turret Rating +1, +94 available Space, +1 wapon capacity (Dorsal), +1 wapon capacity (Port), +1 wapon capacity (Port), +94 available Space. Oversized Monstrosity: Speed (Real Space) cannot be increased by components. Secondary Power Genatorium: Unique inherent component. This component can not be removed. Cargo Hauler: The ship is equipped with four inherent Main Cargo hold components. These components do not cost space, but do require power. These components can not be removed. Loki II Modifications: +5 available Space, Hidden Predator. Hidden Predator: Additional Ship backgrond: Wolf in Sheep's Clothing. Ship Origin and History modifiers: Origin: Age of Rebirth: +1 starting Archeotech component. Hisotry: Wrested from a Space Hulk: +1 Armor value, +1 Speed (Real Space), +3 Manuverability modifier. Disadvantage on Misfortune checks. History: Wolf In Sheep's Clothing: -2 Power available. All weapons appear as disabled when scanned unless in use at time of scan. Ship Complications: Adeventurous: -10 Detection Modifier when not on an Endeavor, +10 Detection modifier when on an Endeavor Essential Components: Slot Component Modifiers provided Plasma Drive Lathe Pattern Class 1 (Good quality)

+40 Power available

+11 Space used

+1 Crew Morale

Warp Engine Strelov Class 1

+10 Power used

+10 Space used

Gellar Field Generator Belecane 90.r (Good quality)

+10 to Navigation (Warp) tests

-20 to Wap Encounter checks

+1 Crew Morale

Void Shield Generator Standard Singe Shield Array (Good quality)

+4 Power used

+1 Space used

+1 Void Shield

+1 Crew Morale

Bridge Bridge of Antiquity (Archeotech)

+1 Power used

+1 Space used

+10 to all Command tests

Life Sustainers Clemency Pattern (Good quality)

+4 Power used

+4 Space used

+2 Crew Morale

Lifeline: All losses to Crew Population and Crew morale due to depressuization are reduced by 4 to a minimum of 0.

Crew Quarters Clan-Kin (Good quality)

+4 Space used

For Hearth and Home! : +5 to all Command tests to defend against boarding attacks and hit and run attacks. All sources of crew Morale loss are reduced by 1 to a minimum of 1.

Augar Arrays Mark 100 (Good quality)

+3 Power Used

External: Can only be damaged or destroyed by Critical Hits.

Supplimental Components: Component Space and Power Modifiers Other Modifiers Secondary Power Genatorium (Good quality) +11 Power available

Inherent: Component cannot be removed or permanently destroyed.

+1 Crew Morale

4x Main Cargo Hold (Good quality)

+8 Power used

+4 Space available

Inherent: Component cannot be removed or permanently destroyed.

Stowed and Secured: +500 points towards the completion of a Trade Endeavor.

+4 Crew Morale

3x Sunsear Laser Batteries

+18 Power used

+12 Space used

3x Auxiliary Plasma Banks (Good quality)

+24 Power available

+12 Space used

+3 Crew Morale Spacedock Piers (Good quality)

+6 Power used

+14 Space used

Mobile Spaceport: Up to four vessels may dock. Each must have less space available then this ship. +10 to Aquisitons Tests for repairs. +100 points towards the completion of a Trade Endeavor. may not mount weapons with the 'Broadside' quality.

+1 Crew Morale

Salvage Systems (Good quality)

+5 Power used

+2 Space used

Salvage Operations: This ship may clamp itself to the hull of a Hulk or Space Hulk to salvage componets. -5 manuverability modifier.

+1 Crew Morale

Ship's Stores (Good quality) +10 Space used

Spare Parts: May store un-mounted ship components totaling up to 10 Space used. +2 Hull integrety restored when making repairs

Storage Space: 10 available, 0 used

+1 Crew Morale

Asteroid Mining Facility (Good quality)

+6 Power used

+9 Space used

Mining Rig: +200 points towards the completeon of a Trade Endeavor.

+1 Crew Morale

Observation Dome (Good quality)

Engraved Star Charts: +50 points towards the completion of an Exploration Endeavor.

Cure for Claustrophobia: +2 Crew morale.

Medicae Deck (good quality)

+2 Power used

Diagnostics and Treatment: +20 to all Medical skill checks. one character can treat up to three times their Inteligence Bonus.

+1 Crew Morale

Arboretum (Good quality)

+2 Power used

+1 Space used

Replenishing Supplies: Double the time the ship may remain at void without suffering Crew Population or Crew Morale loss. +2 Crew Population.

+1 Crew Morale

Crew Reclamation Facility (good quality)

+1 Power used

Recycling: Reduce all losses to Crew Population by 3 to a minimum of 1. Increase all losses to Crew Morale by 1.

+1 Crew Morale

Vaulted Celings -2 Space available +5 Crew Morale Weapons

Dorsal Mounted

Firing arc: Forward, Port, Starboard.

Sunsear Laser Battery

Salvo Strength: 4

Crit Rating: 4

Damage: 1d10+2 per hit

Range: 9 VU

Port Mounted

Firing arc: Port

Sunsear Laser Battery

Salvo Strength: 4

Crit Rating: 4

Damage: 1d10+2 per hit

Range: 9 VU

Starboard Mounted

Firing arc: Starboard.

Sunsear Laser Battery

Salvo Strength: 4

Crit Rating: 4

Damage: 1d10+2 per hit

Range: 9 VU