![]() About Lord-Captain Hajj Qalandar KhanCareer: Rogue Trader
Current Statistics:
Movement (Half/Full/Charge/Run): 4/8/12/24
A Note on the Character's Name:
Hajj is an honorific from the Lord-Captain's homeworld and not a proper name. Meaning that his full name and title is Lord-Captain Hajj Qalandar Khan, but if you were to just all him by his title and name, it would be Lord-Captain Qalandar. And if you just called him by his name it would be Qalandar Khan. Background:
Lord-Captain Haji Qalandar Khan of House Durrani, Badcha of Haqqowijja: Qalandar was born on Tolkhan, a Forgeworld in the Segmentum Tempestus. Unlike many in his culture, Qalandar had little family and thus was forced to struggle to survive. Starting from nothing, the future Lord-Captain joined the Imperial Navy, serving in Battlefleet Bakka and stationed near the Vortex of Despair. His distinguished service saw him rise through the ranks, but his destiny did not lie with the Navy. His natural curiosity got him into all sorts of trouble, including eventually the notice of a noblewoman of House Durrani. Khaista Durrani, the heir to the House, was a strong willed woman who would one day carry the title of Rogue Trader and carry the sacred Warrant of her dynasty. But first she would marry for love, despite her family's objections. Qalandar accompanied Khaista on many an adventure before they found the Lost World of Ur. Unfortunately, the planet was lost with good reason. They thought they had found a dead world. How wrong they were. Khaista died saving her husband. She was not the last of the crew to be lost, but through wits, guile, and a large helping of luck, Qalandar kept what he could alive and led what remained of the crew away from the planet. Without his bravery, the fortunes of House Durrani would have been completely lost. In the wake of this near-disaster the Matriarch of House Durrani declared that Qalandar Khan would carry on as Rogue Trader and regain the fortunes that the House had lost. Qalandar is not as familiar with the Imperial Creed as some members of the Ecclesiarchy would like. Despite not being a religious man, he is quite spiritual. But, like many people from Tolkhan, cultural values are sometimes held in higher regard than religion. There are many mysteries surrounding Qalandar Khan, adding to his charm and fame, and not some small amount of infamy. But what is clear to everyone is that his crew will follow him to hell, or back to hell, as it were. That he will be the first to lead the way. And that he'll be laughing the entire trip.
Description:
The Lord-Captain is a tall, well-built man. Despite the darkness in his eyes, he remains quick to smile. His once black hair has started to turn silver, and he keeps his face cleanshaven. He wears a power sword at his waist in a manner that might give the impression he's never even drawn the weapon. The plasma pistol, almost an antique, seems to see much more use. His attire is that of a noble of Tolkhan, a culture similar to Tallarn's. Loose fitting and lightly colored, Qalandar always looks comfortable in whatever setting he's in. The cloak draped over one of his shoulders is crafted of small silver and brown scales procured from some unknown beast. Characteristics:
Weapon Skill: 34 Ballistic Skill: 48 Strength: 36 Toughness: 40 Agility: 40 Intelligence: 47 Perception: 40 Willpower: 42 Fellowship: 47 Talents:
Air of Authority: The Explorer was born to command, either motivating or terrifying those under his charge. 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. Hatred (Chaos): When fighting opponent of the chosen group in close combat, gain a +10 bonus to all Weapon Skill Tests made against them. Jaded: Outrageous events, from death's horrific visage to xenos abominations, will not cause Insanity Points or Fear Tests. Terrors of the Warp still affect the character normally. Light Sleeper: Always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise. Melee Weapon Training (Universal) Peer (Military): +10 bonus to all Fellowship Tests when interacting with the chosen group. Pistol Weapon Training (Universal) Resistance (Fear): +10 bonus when making Tests to resist the effects of this group. Talented (Command): +10 bonus to Tests made using that Skill. Talented (Charm): +10 bonus to Tests made using that Skill. Technical Knock: Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the Explorer can clear stoppages in weapons. He may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. He must touch the weapon to enact this rite. Rogue Trader Special Ability:
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 +10% to any one test. The Rogue Trader’s Exceptional Leader ability may be used once per Strategic Turn in Space Combat, provided that they can both see and hear the Rogue Trader. Typically, this means they must be in the same location aboard the ship (such as the bridge). The Rogue Trader may not give himself the bonus from Exceptional Leader. Lord-Captain: The Lord-Captain gains a +10 bonus to the "Hold Fast!" Extended Action. If he possesses the Exceptional Leader ability he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal restrictions on who can benefit from this ability. Trained Skills:
Command (Fel) - 57 [Talented] Commerce (Fel) - 47 Charm (Fel) - 57 [Talented] Common Lore (Imperium) (Int) - 47 Evaluate (Int) - 47 Forbidden Lore (Xenos) (Int) - 47 Literacy (Int) - 47 Scholastic Lore (Astromancy) (Int) - 47 Speak Language (High Gothic, Low Gothic) (Int) - 47 Untrained Skills:
Awareness [Per] - 20 Barter [Fel] - 23 Carouse [T] - 20 Climb [S] - 18 Common Lore (Tech, Machine Cult) (Int) - 23 Concealment [Ag] - 20 Contortionist [Ag] - 20 Deceive [Fel] - 23 Disguise [Fel] - 23 Dodge [Ag] - 20 Evaluate [Int] - 23 Gamble [Int] - 23 Inquiry [Fel] - 23 Intimidate [S] - 18 Logic [Int] - 23 Scrutiny [Per] 20 Search [Per] 20 Silent Move [Ag] 20 Swim [S] 18 Special:
Stranger to the Cult: Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings. Experience and Advances:
Rank 1 Experience Spent: 4,950 Experience Earned: 5,000 Experience Needed for Rank 2: 7,000 Advances Purchased: 450
Gear:
Weapons Common-Craftsmanship Ryza-Pattern Plasma Pistol Class: Pistol Range: 30m; RoF: S/2/- Dam: 1d10+6 E; Pen: 6; Clip: 10/10; Rld: 3 Full Special: Overheat: A weapon with the Overheats special quality overheats on an attack roll of 91 or higher. When a weapon overheats, the wielder suffers energy damage equal to the weapon’s damage with a penetration of 0 to an arm location (the arm holding the weapon if the weapon was fired one-handed, or a random arm if the weapon was fired with two hands). The wielder may choose to avoid taking the damage by dropping the weapon. Maximal Mode: +10 meters to range, +1d10 Dam, +2 Pen, expend 3 rounds of ammunition, gain Recharge. Recharge (for Maximal Mode): The weapon must spend the Round after firing building up a charge and cannot be fired—in effect you can only fire the weapon every other Round. Attachments: Exterminator Cartridge: This small device contains a small one-shot flamer weapon. It functions in much the same manner as a Combi-Weapon, allowing the user to fire either the added weapon (once) or the weapon it is mounted to. A single Exterminator Cartridge may be equipped to any basic or pistol weapon. It may be fired as a half action, and counts as a Hand Flamer. The Exterminator Cartridge may not be fired in the same Round as the weapon it is attached to. Weight: 4 kg Availability: Very Rare Common Craftsmanship Mordian Power Sword
Protective Gear
Common-Craftsmanship Locke-Pattern Conversion Field
Tools:
Acquisitions:
Starting +0 Acquisition Common-Craftsmanship Locke-Pattern Conversion Field (Scale: Negligible +30; Availability: Extremely Rare -30; Craftsmanship: Common +0) Character Creation:
Home World: Forge World Characteristic Modifiers: +5 Weapon Skill, +5 Intelligence Starting Skills: Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills for forge world characters. Credo Omnissiah: Technical Knock Fit For Purpose:: +3 Fellowship Stranger to the Cult: Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings. Birthright: Scavenger
Lure of the Void: Crusade; Call to War (150xp)
Trails and Travails: Dark Voyage
Motivation: Fear; Tormented by the Unspeakable (200xp)
Lineage: A Proud Tradition; Heir Apparent (100xp)
Resistance (Fear) comes up twice. Replaced with:Talented (Charm) Weapon Skill: 34 (39-5)
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