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Magnus Ormengard

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Modified on 09/01/2012 16:32 by Tom Categorized as History, NPCs, PCs, People, Places, Vessels
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Psy-savant Ormengard, born a psyker in the Battlefleet Calixis, raised an Astropath Transcendent and inducted into the elite corps of advisors, savants, and specialised tacticians that report directly to the Lord-Admiral Calixis. Loosed, by that Lord-Admiral's direct and secret order, into the Koronus Expanse to serve aboard Rogue Trader vessels in the first instance, and where possible report to the Navy any newly-discovered hostile entities of a scale sufficient to threaten Calixis, or even the Imperium itself.

Background

Amongst the thousands of families who owe their allegiance and livlihood to the Battlefleet Calixis, few are as well-regarded as the Ormengards. Not for their military victories - they command no ships - but for their indispensable service in the fields of savantism and battle-telepathy.

Amongst the very highest echelons of the Lord-Admiral Calixis' personal staff, there is the post of Psy-savant. The postholder is chosen by the Adeptus Astra Telepathica Calixis, approved by the Munitorum, and vetoed by the incumbent Lord-Admiral. The individual in this post has been an Ormengard for the last twelve generations.

The Psy-savant's role is twofold: to act as tactical advisor, particularly in respect of the capabilities of warpcraft and xeno sorcery; and to put their telepathic abilities to use in the arena of war, especially reading and influencing the minds of enemy commanders - even when those commanders think they are safely aboard their own vessels.

As such, an Ormengard has accompanied the Lord-Admiral Calixis whenever he has ridden his flagship to battle.

Calixis is a relatively young sector, and still torn by strife. However, the current Lord-Admiral, Commander Farragut, sees beyond those threats that lurk within the sector's boundaries. Lord-Admiral Commander Farragut is a wise and cautious man, and with the opening of the Maw to the Koronus Expanse sees the possibility for terrible calamity to befall his Sector.

Unable to spare Fleet resources, Farragut instead set one of his most trusted aides the momentous task of travelling into the Expanse and watching for those xenotic threats that might arise and smash human space. It does not hurt that this particular aide is capable of projecting emergency messages across whole sectors.

Of course, leaving the borders of the Imperium is still illegal... except under the auspices of a Warrant of Trade. Magnus' mission, therefore, is to become and remain part of a Rogue Trader's crew, and to serve them in whatever capacity is appropriate, so that he can watch for the dire threat of the xeno armada.

Magnus takes this task very seriously. He does not keep it a secret from his employers - there are few Rogue Traders who would like to see their markets in the Calixis sector destroyed, after all (and of those who do not care, Magnus takes pains to avoid them). Most also enjoy the possibility of summoning Naval assistance should they run into something they can't handle alone.

As important as his mission is, it is rare that Magnus actually needs to act upon it. He applies his skills for his current master as enthusiastically as he ever did, for he firmly believes that the Warrant represents the right of Imperial rule, and Rogue Traders the enforcers.

History

Magnus distinguished himself in service to the Fleet long before he was able to prove himself in the Expanse. He always accompanied Lord-Admiral Commander Farragut on his flagship battleship and provided psychic tactical advice. In one engagement against a marauding Eldar corsair battlegroup, he managed to save a formation of ships from a cunning strike by the deceitful xeno - albeit only at the cost of sacrificing the battlecruiser Prominent Victory, which took a lance hit directly to the bridge. Tactical assessment after the battle concluded that Magnus' orders were the best that could have been given in the circumstance, and the loss of the Prominent Victory was deemed acceptable.

He then went on to travel with a number of Rogue Traders under a variety of circumstances, first of all with the inestimable Captain Eridon von Hex aboard the Glory Praises Him; then, by misfortune and cutthroat dealing he worked with the terrible Captain Kormandus Volk as part of his tiny fleet aboard the frigate Reconciliation. Volk's time was ended prematurely, for which Magnus was not unhappy, and he briefly served under Lady Sun Lee, although she never fully trusted a former assiociate of Volk's and soon he rehired with what turned out to be the utter nincompoop Captain Gulliver van Droyt on his ship, the Wanton Adventure. Things ended rather badly for van Droyt, though Magnus did meet Pontifex Severus Maximus there, and the two of them eventually ended up in the emprisonment-like employ of the Dread Captain McKraken on his reaver the Restless Cove - a time concluded in the Cataclysm of the Two Ships, after which the real story begins...

Origin Path

Homeworld: Battlefleet
Birthright: Savant
Lure of the Void: Duty Bound - Duty to the Throne
Trials and Travails: Dark Voyage
Motivation: Knowledge - Knowledge is Power, Guard it Well
Career: Astropath Transcendant
Lineage: Witch-Born - Proven to be Pure


Possessions

Good-Craftsmanship Bionic Legs
Best-Craftsmanship Guard Flak (naval uniform and greatcoats)
Psy-focus (Aquila eyemask-and-skullcap)
Calculus Logi Upgrade
Memorance Implant
Cerebral Plug
Good-Craftsmanship Gereon-pattern Terminal Assault Weapon
Plasma grenades (launched)
Frag grenades (hand and launched)
Smoke grenades (hand and launched)
Best-Craftsmanship MkIV Laspistol with Red-dot Sight and Hotshot packs
Best-Craftsmanship Monosword
Best-Craftsmanship Monoknife
Recoil Gloves
Good-Craftsmanship Chrono (brass wind-up pocketwatch)
Filtration plugs
Data-slate
Grapnel
Zaythian Warsword
An assortment of high-quality tailored clothing from the quartermasters of Zayth
One (1) mummified Rak'Gol claw complete with implanted monoblade
A crude armourcrys-tipped spear made from detritus inside the Light of Terra

  • The sword and knife are a matched set and are Ormengard heirlooms of shining steel alloy blades and golden Aquila hilts. Fine golden traceries along the blades record the glory of the family in High Gothic.
  • His uniform is finely crafted, backed by flakweave with reinforcing carapace at the chest, boots, arms and collar. It consists largely of a black double-breasted Naval greatcoat, waistcoat, jacket, trousers, boots, and gloves. It is trimmed in green and blue and sports both Naval and Astra Telepathican iconography.
  • The Gereon assault weapon is a dark matte olive green trimmed in silver and black, with a hardwood stock and furniture chased in delicately-filigreed gold. It is badged with a golden winged skull in profile. It was a gift from Lord Admiral Commander Farragut after Magnus accepted his mission.
  • The helmet and mask hide his ruined eyes and are carapace, silver-etched with prayers of strength and purity.
  • His cerebral bionics (Calculus Logi Upgrade, Memorance Implant, and Cerebral Plug) are clustered at the base of his skull and are usually inside his high collar, though they are easily visible to anyone who cares to look.
  • The Mark IV Laspistol is the traditional weapon of the Psysavant-Fleet position. Magnus habitually keeps it loaded with hotshot packs, so that it provides an unexpectedly powerful punch.
  • The Zaythian Warsword is a relic of that planet, and was carried by the legendary tactician Tantalus, who won several impossible hive-battles and was even known to occasionally take to the field himself to direct particularly delicate ground actions. Magnus' unique position as an outsider allowed him to point out flaws in the introspective Zaythian doctrine, a feat which so impressed the world's collected strategists that they gifted him this sword - a prize weapon of Zaythian heritage over which countless hive wars had been fought. By Imperial standards it is a graceful weapon, and agile. It hums rather than roars - the Zaythians say that the songs of a thousand battles are sung in the sound of its engine, and that each of its teeth is forged from the hull of a defeated hive. It is a Best-craftsmanship Chainsword which adds +10 to Fellowship-based Tests made against Zaythians.

Weapons carried

Name Class Range RoF Damage Pen Clip Reload Special Kg Availability
Mk IV Laspistol Pistol 70m S/3/- 1d10+3 E 0 ? Full Accurate; Red-dot sight, never jams ? -
- hotshot S/-/- 1d10+4 E 4 1 Tearing
Zaythian Warsword Melee - - 1d10+6 R† 2 - - Balanced, Tearing; BC +10 to hit ? -
Gereon TAW Basic 45m Full Reliable; Targeter 7.5 -
- boltgun S/2/4 1d10+4 X 4 12 Tearing
- aux GL (plasma) S/-/- 1d10+6 E 6 1 Blast (1)
Frag grenades Thrown 12m S/-/- 2d10 X 0 - - Blast (4) 0.5 ea -
Krak grenades Thrown 12m S/-/- 2d10+6 X 6 - - - 0.5 ea -
Ormengard Knife Melee - - 1d5+4 R† 2 - - BC +10 to hit 0.5 -
Ormengard Sword Melee - - 1d10+4 R† 2 - - Balanced; BC +10 to hit ? -
† Includes Str bonus

Trappings

When accoutred for battle, Magnus will wear his polished and well-maintained armoured uniform with his two swords crossed over his back and his knife and laspistol at his hip. The assault weapon he carries is relatively compact for a bolt weapon and can be worn slung across his chest.
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