Name: Tres "Tork" Tarkin
Career: Void-Master
Wounds: 11/11 |
Fate: 5/5Insanity: 13 |
Corruption: 0
Initiative: 1d10+6
Movement: Half-Move: 6m / Full-Move: 12m / Charge: 18m / Run: 36m
Max Carrying/Lifting/Pushing Weight: 45.0 Kg / 90.0 Kg / 180.0 Kg
Origin Path:Homeworld: Frontier World
Birthright: Fringe Survivor (Survivalist)
Lure of the Void: Crusade (Call to War)
Trials and Travails: The Hand of War
Motivation: Fortune
Appearance: Tres is a dark-skinned man of average height and thin build. His eyes are dark brown and his black hair is kept close to his scalp. He has a wide, white-toothed grin. He has long, thin fingers. He has a fair number of scars across his body, including a few lighter-skinned burn marks on his hands and forearms. Tres has few sets of clothes and it’s not hard to figure out his favorite attire: blue racing overalls decorated with a few good luck charms including ork teeth, coupled with a racing helmet or blast goggles of the same color as well as red xeno-leather boots which fit snugly and are made to withstand a fervent racer’s abuse. The helmet has an open lower half and allows for his rebreather to be attached.
Characteristics:(33) Weapon Skill
(65) Ballistic Skill
(30) Strength
(40) Toughness
(60) Agility
(30) Intelligence
(40) Perception
(40) Willpower
(25) Fellowship
Skills:• Awareness (Per);
• Common Lore: Imperial Navy, War (Int);
• Dodge (Ag);
• Drive: Ground Vehicle (Ag);
• Forbidden Lore: Xenos (Int);
• Literacy (Int);
• Navigation: Stellar (Int);
• Pilot: Space Craft, Flyers (Ag);
• Scholastic Lore: Astromancy (Int);
• Speak Language: Low Gothic (Int);
• Survival (Int);
• Wrangling (Int).
Talents:•
Hatred (Chaos);
•
Melee Weapon Training (Universal);
•
Nerves of Steel;
•
Peer (Military);
•
Pistol Weapon Training (Universal);
•
Talented (Drive: Ground Vehicle, Pilot: Space Craft).
Traits:•
Leery of Outsiders;
•
Mastery of Space•
Tenacious Survivalist;
•
The Face of the Enemy;
•
Xenos Interaction.
Cybernetics:• Good Craftsmanship Mind-Impulse Unit (+10 to BS, Tech-Use, Pilot, Drive, Logic, Inquiry and communication with machine spirits when interfacing with MIU systems, can experience the senses of any familiar controlled).
Inventory: (36 kg total, 28 kg carried)
• Mordian Power Sword: Dmg: 1d10+8 E | Pen: 5 | Balanced, Power Field, +5 to Parry | Weight: 3.0 kg;
• Bolt Pistol: Rng: 30m | RoF: S/2/- | Dmg: 1d10+5 X | Pen: 4 | Clip: 8 | Reload: Full | Tearing | Weight: 3.5 kg;
• Guard flak armor: AP 4 | Location All | AP 5 against Blast weapons if not hit directly | 11.0 kg;
• 4 Frag grenades;
• 2 Smoke grenades;
• Re-breather;
• Survival suit;
• Clip/drop harness;
• Micro-bead;
• Glow-globe;
• Magnoculars;
• Blast goggles;
• Void suit;
• Blessed ship token;
• Imperial Navy uniform;
• 2 doses of Wideawake;
• 2 bottles of amasec;
• 2 Pict-recorders;
• Vox-caster;
• Chrono;
• Backpack;
• 1 Good Craftsmanship Mind-Impulse Unit (three given to Gigla, Egan_BW, and Sirus).
Acquisitions: Starting: 5 GC MIUs (-10 Availability -10 Good +20 Trivial = +0).
Total XP: 7000xp
XP Spent: 7000xp
Purchase History: Fringe Survivor: Survivalist
(250xp), Crusade: Call to War (150xp), Awareness (100xp), Dodge (100xp), Drive: Ground Vehicle (100xp), Literacy (100xp), BS Simple Adv. (100xp), BS Intermediate Adv. (250xp), BS Trained Adv. (500xp), Ag Simple Adv. (100xp), Ag Intermediate Adv. (250xp), Ag. Trained Adv. (500xp).
Personality: Tres is a speed junkie. Most likely an adrenaline addict as well, judging by how aggressive his driving and piloting can be. Despite his passion for speed he enjoys vehicles in general, even those that don’t go as fast as he’d preferred such as tanks, and he’s likely to try and get unsanctioned modifications added to them. His main interest in amassing fortune is feeding his passion until his body can no longer drive or pilot anything—and then using cybernetics so he can keep going anyway.
His past competing against orks and his community’s constant contact with them ensured some aspects of their “kultur” rubbed off on him. He believes blue is a lucky color and red is a speedy one, for example, which is best exemplified in his favorite choice of clothing and his red “fast” shoe wear. He also attaches great significance to the ork “teef” he owns, most of which were gained during violent races. He’s also used to xenos in general thanks to the interaction with visiting aliens and also the occasional horrifying xeno beast that crawled out of his homeworld’s ancient ruins.
When dealing with others, Tres spends a lot of time scrutinizing people. He isn’t too sociable thanks to a natural suspiciousness that’s common to many frontier worlders, disliking contact with strangers unless they have similar interests, and even then showing a fair amount of caution. Although he can be abrasive, Tres is a good pal to those he considers friends or at least acquaintances in good standing.
Backstory: Tres was born on a mostly forgotten frontier world located in the very fringes of the Koronus Expanse. A harsh and unforgiving place with much of its surface taken by deserts and the gutted remains of a civilization long lost, Metea II was home to various human communities, most of them nomadic in nature. While nearly all existing villages were established close to sources of water or ruins with any salvageable materials, the wanderers were more common; large caravans of nomads carrying their belongings on wildly different vehicles and living mounts across the deserted wastes or silent metal mazes of a time long past. They scavenged, hunted and made their living off the land, also working as a means of communication and trade between the larger settlements. Tres' family was part of one of these roving groups.
The second child of a family that'd eventually include two more siblings, Tres had a relatively normal childhood for his people. He'd learned how to hunt, wrangle animals, scavenge and fight off rival caravans by his teenage years. He already knew his true love by then as well: the steering wheel. Being skilled at driving a puissant vehicle or piloting one of the world's few flyers was not only necessary for mobility, but also for survival. You see, humans were not alone in Metea II. Even discounting the strange beasts used for burden or riding as well as the nightmarish creatures that stalked the land during the night or hid within caves of steel, even without taking in account the odd alien visitor that stopped to do business with the human population, the planet had another sentient species around: orks.
Luckily for the humans, the greenskins weren't many in number and infighting kept their population at bay. More importantly, they were all members of the Speed Kult, meaning nearly all disputes between nomads and xenos were resolved via violent, no-holds-barred racing across the arid plans or the metal mazes of the ancients. The orks enjoyed both speed and violence; even if they managed to get under one banner, getting into all-out conflict would mean losing their favorite pasttime of racing against the 'umies. Being a human racer meant having acute reflexes and a good aim, as cars on both sides were usually festooned with spikes, lances and guns as well as gunners. Aggression and brutal cunning mattered as much as who went faster. Tres grew up cheering for his favorite racers—both his parents included—and became one himself when his father suffered a serious arm wound and never fully recovered.
Tres made his name racing against the orks both in the air and on the ground, matching a lust for speed with a honed reaction time. He might've ascended to become a legendary racer, the best desert-runner of all times... Weren't it for the fact an understrength Navy vessel decided to recruit some of the frontier worlders as ratings following a hard fight during an anti-piracy action. Tres and many of his comrades volunteered out of a wish to voyage into the great unknown, which was fortuitous for the Navy. Press-ganging wasn't as effective when conducted against such close-knit and slippery communities of wanderers.
And so Tres traveled into space aboard the light cruiser
Dawn of Morrow... And found it boring, exhaustive and strange for the most part, as rating work is usually thankless and harsh. That lasted until one of the officers had the idea to use the frontier world drivers and pilots as attack craft pilots. The idea paid off. Metea II's inhabitants didn't even flinch at the frighteningly low life expectancy among fighter and bomber pilots, as they were used to death and danger in their routine, and they made for excellent and qualified manpower, requiring little instruction about the crafts' cockpits. Soon enough Tres had become as much of a danger in the void as he'd been on a planet's surface, piloting a Fury Interceptor and taking down other attack craft and torpedoes with accuracy and daring maneuvering. Though he had the skill to be a squadron leader, he didn't have the social skills necessary, with abrasiveness and lack of command ability counting against him. He'd much rather focus on doing his thing than doling out orders.
His enthusiasm for void combat wasn't without its share of suffering. A long, hard-fought campaign against Chaos Reavers close to the Maw hardened him even further than his own upbringing had. Tres lost friends during the several months they spent clearing an asteroid field of pirates and undesirables, and his resentment towards the heretic raiders crystallized into pure hatred thanks to their sadistic violence and horrifying displays of mangled corpses intended to terrorize the Navy crews. The reavers' threats only galvanized the frontier worlder, who felt personally invested in taking down all of their small craft whenever he saw them. He was one of the cheering men and women when the pirates' last stronghold was destroyed by macrobattery fire.
He spent a couple of years as a pilot aboard the
Dawn of Morrow until he was recruited off the Navy by a Rogue Trader's factor who'd seen his Fury covered in dozens of tally marks. He was considered too valuable to be a simple shuttle pilot and since his employer didn't have his attack craft (and likely wouldn't push him into one), he was assigned the role of Master Helmsman and discovered his small craft piloting skills translated well into steering a voidship. It was also under the employ of that first Trader that he saw how rich Rogue Trader Dynasties were and how much one could benefit from their patronage. Tres decided he wanted some of that wealth, and vowed to have enough means of his own to have not only a comfortable life, but also have several vehicles owned by him. Maybe even a voidship of his own someday. He's now on his second job, having left the first one in search of a more promising Dynasty.