GM Query: Are people still able to put characters in? I note Caellath, TBF, BHK, and others interested here.
So I finally managed to organize my sheet.
The Almanac Astrae Divinitus is my acquisition item. Changed to a Good Quality Navis Prima, thanks
Caellath!
Amara the NavigatorWS: 3 + 25 = 28
BS: 16 + 25 = 41
S: 4(R fr. 4) + 25 = 29 - 3 = 26
T: 6 + 25 = 31
Ag: 15 + 25 = 40
Int: 16 + 25 = 41
Per: 18 + 25 = 43 - 5 + 3 = 41
WP/Will: 20 + 25 = 45 + 5 + 3 + 3 = 56
Fel: 3 + 25 = 28 + 3 = 31
3 Insanity points
11 Starting Wounds
Armor of Contempt: Reduce all corruption gains by 1 to a minimum of 0. With a willpower test as free action, ignore effects of corruption for a round.
Dark Sight: See in Darkness
Navigator: Capable of using Navigator Powers and all that it entails
Paranoia: +2 Bonus on Initiative rolls (Cancelled by Battlefleet Origin); GM may secretly test Per to notice hidden threats
Pistol Weapon Training (Universal)
Unremarkable: -20 penalty to others attempting to notice/describe/recall details about Amara when she's in a crowd or with others
Void accustomed: Immunity to space travel sickness and does not treat zero or low G as difficult terrain
Situational Bonuses:
+5 Bonus to ALL Willpower and Fellowship tests made aboard the ship the character lives on.
-2 to initiative (Cancel out Paranoia talent +2 Initiative bonus, excepting the one in parenthesis)
2x BS penalty at long range+ if not in enclosed space
+5 bonus to command tests while on spacecraft
-10 to Interaction tests when dealing with any source outside of the Imperium
Trained:
(Int): 41
Common lore(Imperial Navy) (Int): 41
Common Lore (Navis Nobilite) (Int): 41
Common Lore (Aurorus Expanse) (Int): 41
Forbidden Lore (Navigators, Warp) (Int): 41
Literacy (Int): 41
Navigation (Stellar) (Int): 41 *+10
Navigation (Warp) (Int): 41
Pilot (Space Craft) (Agi): 40
Psyniscience (Per): 41
Scholastic Lore (Astromancy) (Int): 41
Speak Language (High Gothic) (Int): 41
Speak Language (Low Gothic) (Int): 41
Speak Language (Battlefleet War Cant) (Int): 41
Trade (Astrographer) (Agi): 40
Trade (Voidfarer) (Agi): 40
* Aided by the Navis Prima (+10 Navigation)
Best-Craftsmanship Hellpistol
Best-Craftsmanship Metal Staff
Best-Craftsmanship Xeno-mesh Armor
Silk Headscarf
Navis Prima (Good)
Emperor's Tarot Deck
Nobilite Robes
Charm
Micro-bead
Eyes as Dark as the Void: Gain the Dark Sight Trait
Warp eye: All navigators begin with the Lidless Stare navigator power and may select one additional power or improve an existing power. As the navigator develops s/he may select more powers or improve existing powers by selecting the navigator power advance.
The Eye is Open: The Navigator does not suffer Corruption Points from Warp Shock, but acquires CPs normally by other means.
The Navigator makes an Opposed Willpower Test with anyone looking into her Warp Eye. Make a single test for the Navigator and compare it to the results of each of her opponents. If the Navigator achieves more degrees of success, the opponent suffers 1d10+(Amara's Willpower Bonus*) in Energy Damage.
The damage is not reduced by Armor or Toughness bonus. Anyone taking damage from this power is also Stunned for 1 round.
Using this power inflicts one degree of Fatigue upon the Navigator--if the test if failed by one degree of failure or more, two degrees of fatigue are suffered instead.
*Currently 4.
By making a Willpower test, the Navigator becomes shrouded, forcing those that use any kind of psychic sight, detection or divination to make a Challenging (+0) Perception Test to see her with such powers.
This power also has the same effect on the perception of all Daemons and warp entities.
This power will last as long as the Navigator maintains it, however whilst she does so, she cannot use any other powers (though she may still take other actions normally).
Homeworld:
Battlefleet grants:
+5 W, +3 F, -5 P
Common lore(imperial Navy) and Speak Language(Battlefleet)
+5 bonus to command tests while on spacecraft, Pilot (Space Craft)
Void Accustomed
-2 to initiative and 2x BS penalty at long range+ if not in enclosed space
1d5+(2x toughness bonus) starting wounds (Rolled 1d5 = 5; 5+ 2*3 = 11)
3 or 4 fate (roll: 5, 3 fate points)
Birthright:
One Amongst Billions (200xp)
Gain the Paranoia and Unremarkable Talents
Gain Any one trade/common lore as a Trained Skill (Common Lore (Aurorus Expanse))
+3 to Per
-3 Strength
Lure of the Void:
Duty Bound:
Duty To The Throne
+3 Willpower; Armor of Contempt
-10 Interaction test when dealing with any source outside of the Imperium
Trials and Travails:
Lost Worlds
Rogue Planet (200xp)
+3 Willpower
Gain a single Exploration Skill of your choice as a trained skill (Trade (Astrographer))
+1d5 Insanity (rolled for; 3)
Motivation:
Devotion
Loyalty (100xp)
Gain Trade (Voidfarer) as a Basic Trained skill
+5 Bonus to ALL Willpower and Fellowship tests made aboard the ship the character lives on.
Lineage:
Magisterial House
Warp Focus: {Once per game, may force a single opponent to re-roll a successful test when testing to resist the effects of The Lidless Stare Navigator Power}
Pure Genes: {The navigators of a magisterial house are less likely to mutate due to their pure genes. Whenever they must test for mutation the test is considered routine (+20) rather then ordinary (+10)}
Exalted Lineage: The blood of the most ancient and powerful navigator houses gifts their scions with a position of prestige amongst the nobility of the Imperium. The navigator may call upon this lineage in social situations and gains a +10 bonus to any interaction skill test when dealing with members of the imperial nobility.
Initial Mutation: Eyes as Dark as the Void
1. What is your Demeanor: Loyal and optomistic? Unyielding and Bitter? Sarcastic and seething with anger?
Amara is unusual in that she's optimistic, or at least optimistically pessimistic, and interested in her fellows--loyal, encouraging, and slow to anger (in which she personally notes that she's not an angry person), she is somewhat withdrawn, and claims this is more to her vocabulary rather than anything else. She makes an effort to look out for others, spurred onwards by both the training she received in her youth, and how well-moulded her personality formed due to the guidance and influence of experience under a confessor looking over her growth, spiritually and otherwise. She has a humble nature of accepting and tolerating the "context" of others, as she understood how misunderstandings form given others' aid in telling her so, despite her secluded upbringing. And in respect to the spirits--she follows the ideas of her mentor of her youth, to treat with respect anyone and anything she meets, but also to keep presence of mind; Amara was a notably hyper-vigilant youth in the past, with unnecessary characteristics now stemmed, trimmed, and controlled to become a 'zen'-like view of the world around her, both immaterial or otherwise, helping her paranoia from spending time both amongst and isolated from billions of others in the cogs and wheels that drive mankind's progress.
2. Why are you a leader Navigator aboard a Rogue Trader vessel?
Free will. Amara has some level of independence from the bureaucracies of her house or its family control considering the context of the house being stationed more on the fringes of the Imperium yet with close ties to its inner sectors. Second is opportunity--the level of interest in the Aurorus Expanse called for suitable candidates, and Amara had general knowledge of the area that few had thanks to her time in her recent expeditions within.
3. Why does the Aurorus Expanse call to you?
It was one of the outlying areas of which Amara's house was stationed in; she had both by opportunity and coincidence been one of the more savvy beings about the location -- meaning 'at least the neighboring area', and the intrigue along with confidence in her skills (along with confidence in delivering and aiding the Imperium in pioneering its goals) motivated her to sign up on the earliest chances she had.
4. What will you sacrifice?
Given the context, Amara would sacrifice herself first and foremost--the well-being of her crew was paramount to her, and her sense of honor to her house and family; second being her principles, for herself or towards others, and last being the lives under her command, responsibility, or concern. It was unthinkable to sacrifice her loyalties, however, and that implied keeping everyone alive to the best of her capabilities.
5. What is your ambition?
Amara is ambitious in knowledge of the human potential--as guided by her upbringing on one of the naval areas that also prided the education of its populace and provided for the sector. She desires to alleviate the stigma of 'her people' by performing the best she can, which connected with her outlook for the very people that treat her differently, manifested her curiosity and intrigue towards the power of the human soul in the face of the oddities placed before the living being. Given the calling of the Aurorus Expanse, it was a nigh-perfect fit for her passion.
6. What are your hatreds?
Amara hates, and uses that word very rarely, those of heretical nature, along with all the blight the warp offers--truthfully however, she hates the waste of life the most. She is a deep-thinker at heart, and can find no solace in the limitation of understanding that causes those to bow down to ruinous powers in exchange for just short-term perceptions, and underlying that the causes affecting their choices; the whispers she has seen, the voices she has touched, and the shadows she has heard whenever she would travel with a crew, she had and has hated those that subvert with malice, but moreso those who call blind obedience and disdain towards life as if it was an expendable resource underneath material or worldly possessions.
Now we really have to finish the ship. Any suggestions for components?
Also we've got a Sword Frigate \o/We've got Xenophilious, with a -10 to repairs if our
Voidmaster conducts repairs (-30 for everyone else), as I understand it?
Also PPE's had me editing my response. :I
Dorsal: Mars Pattern Macrocannons 4 power 2 space 1 SP
Dorsal: Mars Pattern Macrocannons 4 power 2 space 1 SP
Might I suggest swapping out for:
Jovian Missile Battery 3 Power 1 Space 1 SP (x2)
instead?
I've no idea what Strength does, So as strength means 'maximum # of hits on enemy ship', a singular Jovian MB it has +2 of it, and +1 to crit rating, but -1 to damage. And fires only every OTHER turn.
As compared to the macrocannons that have 3 strength and -1 crit, +1 damage, but can fire every turn within range.
...But we aren't necessarily a battle-oriented ship, given our general focus?
With the added 2 power/2 space, we can spruce up:
Pressed Crew Quarters 1 power 2 space
To Voidsmen, with -1 space (and thus not cancelling out the morale bonus from sweet air), leaving 2/1 left from that.
Cut out the Trophy Room to get 3/2/1
...We can get a teleportarium
or another Arboretum.
Or an Energistic Conversion Matrix which costs 1/1/1 which does:
Redirect Power to Engines: The ship’s captain can choose to activate the conversion matrix at any time as a free action.
When he does so, he decreases the amount of Power generated by the ship and increases its Speed value.
Frigates and raiders can exchange 3 Power for 1 Speed. [...]
A ship’s Speed value cannot be increased by more than 5 using this Component.
A captain may divert Power being used to power other Components, however, if he does so, the Component becomes unpowered for as long as the conversion matrix is used.
And if that is taken, we're back at the 2/1/0, added to the 4/0/0, leaving 6/1/0
Which can gain us another Repulsor Shield, ending at 0/0/0.
Or, if we aim to save power for whatever reason, we can -- at the point above of 6/1/0 -- downgrade
Emergency Field 2 power 0 space
Repulsor Shield 6 power 1 space
To their corebook counterparts of Gellar field (1/0) and Single Void Shield Array (5/1) to get 8/1/0
If we can't get archeotech (as in that nice "Ancient Life support 2 power 1 space 2 sp" and have to replace it with the Vitae pattern LS (4/2), it covers the above and leaves us with 6/0/2 :V (Or 4/0/2, depending if you skip the above suggestion).
Possible fillers can be:
...Warpsbane Hull of (1/0/2)
...Augmented Retro Thrusters of (3/0/2)
...Empyrean Mantle (3/0/2)
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. Also it's external.
or Any upgrade to our previous choices