Im having to write up stats for NPC's that I have mentioned in passing in our groups campaign so far, but who havn't seen combat but I can see that probably may develop that way. I need some imput from people out there on what essential skills the characters should have.Some of them I already have definite ideas on but I would like some second opinion. Ill give a short bio on each one and I would like ideas on the following:
Starting stars : +20 DH level or + 25 like RT?
Skills/Talents: Not all of them (!) just the ones that you think would be good for their role or character:
Similar characters ideas from the 40K roleplay from other systems.
Items/Tropes?
Mechanicum - Surveyor Tech Priest
: Hired by the Tenax Dynasty to lead a team of surveyors Dres Lhaps, he was born on an Imperial world. No particular personality or quirks so far, but the in game surveying rolls have been +3 degrees so he must be good,The Dynasty has provided him with the following to aid the dynasty: A platoon of specialised surveyors. A Platoon of Combat Servitors with heavy weapons.
A platoon of Augery/cartographer Servitors. 3 Converted Halo Barges with high spec augers.1 Chiropteran Scout 1 Guncutter with Anti plant missiles
Captain of the Zaster: Rhudge Miles is the ship captain of an unarmed transport ship that carried ship components partly owned by the Dynasty and an Imperial governing house. A rogue and a chancer, though clearly not much of a fighter as he seemed nonplussed of the near mutiny that happened on his ship from the colonists.
New Colonist Leader: Tahly Steppes is a former Mid Hive hired gun. He caused problem for the dyansty after he led a colonists sit in after they refused to disembark because of the onboard squalid conditions. He had the balls to start a unarmed fight with the Rogue trader when backed up with 15 other colony lieutenants. Lucky to still be alive. Trust only the Seneshal for some reason. Negotiated certain rights for the settlemnt with the Rogue Trdaer. Seems to be a bit of a hot head but doesnt seem to have know how of actually how to run a colony.
Imperial Guard Captain: Captain Perez is the capatin of D-Company, Combat Pioneers of 200th Frontier Rifles, seconded to the Dynasty. An aristocrat like all the offivers in the regiment, resplendant in his cuirass he and his company were left with the colony as part of a background endevour as the Rogue Trdaer reasoned that he could get the colonists to work better. Also as a combat pioneer he has experiece with setting up installations and defending them.
Administratum Functionary : Sebastian Sauba A collegue from the Schola Progenium of the Rogue Traders days, he seems to be a bit of a busy body. After the Rogue trader managed to expunge an agri world of Orks, he decided to settle his HQ there. He seems to be both smart and dumb. He was quick to see the social problems left after the orkd defeat, but at the same time gave away sensitive information to the militia leader which could have derailed a political marriage and caused mass panic.
Sinth Factory Agent: Name unknown. A shining mask of grinning steel. He is the representative of the Sinister Governing house that owns 25% of the Dynastys second ship, a Transport Vessel called the Zaster. Has kept to himself mostly but put his foot down on one occasion. Forced the Rogue trader to go back on a deal he had with a Blood Axe Leader. Has an intrest in the newly liberated agri world- though no one knows what its exactly is. Carrys a needler pistol, a cane a top hat and dark but well cut clothes.. Always followed by two bodyguards. NOT a pysker (rogue trader made sure
Astropath Cela : Left on Madidae Cavus, a long lost human planet to keep in contact with the dyansty when they hopped back to the Imperium to get men/materials for their endevours. Must be a decent diplomat and negotiator as the world fell in with the imperium without much trouble when the Dyansty came back. Reads the Imperial tarot, prophetic reading about "the gate of dreams is opening". Silent but not your typical zoned out astropath.
Madidae Cavus PDF commander: General Gholf led a pre-emptive ground attack on the Ork held agri world ignoring the dyanstys plea to wait for them to return with men and materials. The attack on Ork town while initially impressive ground down into a stalemate and some of the Orks managed to fleet in a small ramship. Unable to break the last bastion of resistance it took some Skulduggery on part of the rogue trader to get the blood axe clan to tuen on their own to bring the war to an end. A smart silver haired old man, he is a soldiers soldier leading from the front, even a bit impulsive for his age. Inisisted on the Dynasty with providing his army with Imperial made weapons as part of the deal for the worlds integration with the Imperium. Visceral fear of the local ancestral xenos (as yet unencountered) called the Red Lacromorphs. Extensive intelligence network that allows him to know about the terrible happenings on the mining world and the governement conspiracy.
Mechanicum Shipwright : No name or function just as yet. I had to create him I needed a ill defined dynasty character to help the Madidae Carvus engineers install imperial components on their ageing starships. Might come in usefull in later sessions.
Militia Commander : Lowry Rare is the leader of the Agri- world resistance. Helped the PDF attack Ork town and became one of the heroes of the war. Wary of the Rogue Trader. Probably will become the worlds leader.
Chief Priest of the Agri World : No name as yet but probably one of the friction point in the future. Adept Sebastian Sauba has doubts whether their strange beliefs can be reconciled with the Ministorum creeds. Bushy Eyebrows and robes. Unusure how he managed to survive during ork occupation.
The Bride : One of the more absurd points of the campaign. In order to facilitate the agri-worlds entry into the Imperium without much social unrest, it was agreed that one of their high caste would marry the. (wait for this...) navigator as in their lore it was foretold that the worlds deliverance would come with the marriage of one of their own to the three eyed traveller. The navigator accepted (!-probably not strictly allowed considering how they like their bloodlines) So we have a high caste country bumkin girl aboard the ship who was willing to marry a navigator, and one that has lived under the yoke of orks for all her life. Absoluely no name has been given to her, while quite fetching she does have blond hair with make her apparently something of a mutant on her own world. Apparently. Ideas on how we can develop this?
The Mining world Official: Maron Krest. Comes from a mining world that provides materials for this isolated human warp empire. Wants independance from their current rulers from madidae carvus even as they become part of the Imperium. Copulent but suprisingly able. He seems to be a keen negotiator. Seeks to undo the terrible situation on his world and the works of Dr Physik Zamato
Dr Physik Zamato : The goverment official in charge of certain sections of the Agri-World. As part of food rationing on the Madidae Carvus, undesirables and overpopulated habs were sent to the mining world to be turned through strange chymistry into worker zombies to increase production, on whom he has complete control. He has deep connections and resources in the agriculture ministry and other governments departments, including the exiled Madidae Cavus dictator. He has begun to turn even the local mining community population into zombies, which have the officials riled. The Madidae carvus military want to isolate the mining planet as they belive the zombification process has mutated to become a gene keyed virus that may become higly contageous. Not much more is known about this individual yet. Seems to be part of a secret government program.