Jeggare Noble

Lord-Captain Pietro Havarro's page

69 posts. Alias of psionichamster.


Full Name

Pietro Havarro, Lord-Captain

Race

Human

Classes/Levels

Rogue Trader Rank 1

Gender

Male

Age

35

Special Abilities

Resistance (Fear), Air of Authority

Languages

High Gothic, Low Gothic

About Lord-Captain Pietro Havarro

Weapon Skill (WS): 41
Ballistic Skill (BS): 42
Strength (S): 34
Toughness (T): 31
Agility (Ag): 30
Intelligence (Int): 31
Perception (Per): 43
Will power (WP): 38
Fellowship (Fel): 43

Wounds: 8
Insanity Points: 1d5 ⇒ 2
Fate Points: 2

Skills:
Awareness (Per): 21.5
Carouse (T): 15.5
Charm (Fel): 43
Climb (S): 17
Commerce (Fel): 43
Command (Fel): 43
Common Lore (Imperium) (Int): 31
Common Lore (Rogue Traders) (Int): 31 100 XP
Concealment (Ag): 15
Contortionist (Ag): 15
Deceive (Fel): 21.5
Disguise (Fel): 21.5
Dodge (Ag): 30 100 XP
Evaluate (Int): 31
Gamble (Int): 15.5
Inquiry (Fel): 21.5
Intimidate (S): 17
Literacy (Int): 31
Logic (Int): 15.5
Pilot (Space Craft) (Ag): 30
Scholastic Lore (Astromancy) (Int): 31
Scrutiny (Per): 21.5
Search (Per): 21.5
Silent Move (Ag): 15
Speak Language (High Gothic) (Int): 31
Speak Language (Low Gothic) (Int): 31
Swim (S): 17

History:

Spoiler:

Origin Path: Rogue Trader < Prestige < Dark Voyage < Duty Bound < Savant < Noble Born

Very basic outline of the Havarro Dynasty and what has led to Pietro becoming Lord-Captain of his own vessel:

Noble-born, Pietro knew from a young age that his destiny was to further the goals and profits of the Havarro Dynasty. The Rogue Trader family had never been extremely large, but they had been successful enough. The family specialized in raising their children up through the Scholam and Collegium Militarium, ingraining deep wisdom, valuable training, and irreplaceable real-world experience.

Following the dynasty's plan has worked for the past seven generations, starting with the very first Havarro Rogue Trader, Esteves Raul Havarro. Like his illustrious ancestor, Pietro spent nearly a decade in the halls of Schola after Schola, learning logic, philosophy, religion, history, and the physical sciences. Savant

From there, Pietro was commissioned as an Ensign in the Imperial Navy. He spent the early years of his career working carefully to cultivate relationships, friends, and more than a few rivalries amongst the other officers, but remained ever mindful of the Havarro Dynasty's eventual goal for him. He took calculated risks, always with sufficient buffers between him and the true threats involved, and rose through the ranks of the Imperial Navy in good stead. Duty Bound

All went according to plan for both Pietro and the Havarro Dynasty in general, until one fateful trip. By now serving as Executive Office onboard a Naval Battle Cruiser, the Pride of Celedar, Pietro gave an excellent account of himself when their vessel was knocked out of the Empyrean and beset by Dark Eldar raiders. Pietro singlehandedly slew several of the xenos pirates after they boarded the ship, and led a successful counterattack with the ship's marines and junior officers. It was during this encounter that he was awarded the power sword that still graces his side to this day. Dark Voyage

After that failed expedition, Pietro contacted his family and informed them of his readiness to take on the life he was destined to lead. Agreeing with his decision, and fully cognizant of the satisfactory, if not illustrious and glory-draped, career he had achieved, they bought out his commission and set him up with his own vessel. Having accumulated talented and driven crew members from his years of wandering the stars, Pietro stands poised to drive the prestige and glory of the Havarro Dynasty to even greater heights. Motivation: Prestige

Ship: Proficio Humanitas:

Spoiler:
Profit Factor: 32 / Ship Points 60

Base Hull:

Sword Class Frigate
Speed: 8
Maneuverability: +20
Detection: +15
Hull Integrity: 35
Armor: 18
Turret Rating: 2
Space: 40
Weapon Capacity: 2 Dorsal
Ship Points: 40
Population -1, Morale -2

Complications: [dice]1d10[/dice]
Adventurous: The vessel is eager to seek new horizons, to turn its bow from civilization and delve into the darkness and unknown. When participating in an Endeavor the ship gains +1 Detection, but when not participating in an Endeavor it suffers -10 Detection.

Past Histories:[dice]1d10[/dice]
Reliquary of Mars: Somehow this vessel has been outfitted with ancient archeo-tech systems from mankind's forgotten past. When constructing this vessel, players must select 1 Archeotech Component of their choice. However any Tech-Use Tests to repair the ship suffer a -20, due to the highly complex technical nature of the machinery. Additionally, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.

Components:
Bridge of Antiquity (Archeotech): Power 1, Space 1, SP: 2.

  • This bridge is interlaced with ancient cogitator circuitry and hololithic technology, granting the Captain and bridge crew unparalleled control over their vessel.
  • Eyes Everywhere: Add +10 to all Command tests or social Skill Tests any character makes while on the bridge.
  • Hololithic Display Tank: Increase the ship's Maneuverability by +5.

    Command & Control Components:

  • Jovian Pattern Class 2 Drive: 45 Power generated, Space 10
  • Strelov 1 Warp Engine: Power Draw: 10, Space 10
  • Single Void Shield Array: Power Draw: 5, Space 1
  • Vitae Pattern Life-Sustainer: Power Draw: 4, Space 2
  • Voidsmen Quarters:Power Draw 1, Space 3
  • Deep Void Auger Array: Power Draw: 7, Space 0, SP +1

    Weapons:

  • Mars Pattern Macrocannons: Power Draw: 4, Space 2, SP +1; Strength 3, Damage 1d10+2, Crit Rating: 5, Range 6
  • Mars Pattern Macrocannons: Power Draw: 4, Space 2, SP +1; Strength 3, Damage 1d10+2, Crit Rating: 5, Range 6

    Cargo Holds/Quarters:

  • Compartmentalized Cargo Holds: Power Draw 2, Space 5, SP +1
  • Barracks: Power Draw 2, Space 4, SP +2

    Supplemental Components:

  • Augmented Retro Thrusters: Power Draw 3, Space 0, SP +2
  • Extended Supply Vaults: Power Draw 1, Space 4, SP +2
  • Munitorium:Power Draw 2, Space 3, SP +2
  • Temple-Shrine to the God Emperor: Power Draw 1, Space 1, SP+1
  • Librarium Vault:[/b] Power Draw 1, Space 1, SP+1
  • Trophy Room:[/b] Power Draw 1, Space 1, SP+1
  • Observation Dome:[/b] Power Draw 0, Space 1, SP+1
  • Murder Servitors:[/b] Power Draw 1, Space 1, SP+2