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[ +- ] Ardanor
Create character
Titles: Navigator, Emissary and Senior Advisor from House BarknekAttribute | Value | Roll
|
Warp | 2 | 2d6+
|
Charm | 1 | 2d6+
|
Adroit | 1 | 2d6+
|
Hard | 0 | 2d6+
|
Bold | -1 | 2d6+ |
MASTER NAVIGATOR
NotesWhen you guide a star-vesel through the Immaterium, roll +Warp. On a hit, the journey is safe and steady. On a 10+, pick one:
• You arrive at your destination ahead of schedule.
• Your arrival is cloaked from warp-sight and augurs.
• You can travel deep within the system before leaving the Immaterium.
• You throw off any pursuit in the warp.
When you guide a star-vesel through the Immaterium, roll +Warp. On a hit, the journey is safe and steady. On a 10+, pick one:
• You arrive at your destination ahead of schedule.
• Your arrival is cloaked from warp-sight and augurs.
• You can travel deep within the system before leaving the Immaterium.
• You throw off any pursuit in the warp.
DESTINY FORESHADOWED
NotesAt the beginning of every session, roll +Warp. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you hold 1 but the DM also holds 1 against you. You can spend your hold to declare retroactively that you predicted an event, and take action before that event. The DM can spend their hold over you to render you momentarily catatonic.
At the beginning of every session, roll +Warp. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you hold 1 but the DM also holds 1 against you. You can spend your hold to declare retroactively that you predicted an event, and take action before that event. The DM can spend their hold over you to render you momentarily catatonic.
ABYSSAL SIGHT
NotesWhen you assess a situation, roll +Warp instead of +Adroit. On a hit, you also know what here is tainted by the Warp.
When you assess a situation, roll +Warp instead of +Adroit. On a hit, you also know what here is tainted by the Warp.
INFINITY MANDALA
NotesWhen you contemplate the mysteries of the Infinity Mandala, roll +Warp. On a hit, you achieve some measure of inner peace. Either take +1 forward, or escape your Insanity. Additionally, on a 10+, a secret is revealed to you through your meditations. On a miss, you uncover something dark and terrible.
When you contemplate the mysteries of the Infinity Mandala, roll +Warp. On a hit, you achieve some measure of inner peace. Either take +1 forward, or escape your Insanity. Additionally, on a 10+, a secret is revealed to you through your meditations. On a miss, you uncover something dark and terrible.
HAVE SEX
NotesWhen you have sex with someone, you see the possibilities of their future and the secrets of their past tangled together. Ask the MC what their future likely holds; the MC will answer truthfully to the best of their abilities.
When you have sex with someone, you see the possibilities of their future and the secrets of their past tangled together. Ask the MC what their future likely holds; the MC will answer truthfully to the best of their abilities.
DIE
NotesWhen you die, you release a burst of psychic energy that inflicts 6-harm ap on everyone nearby.
When you die, you release a burst of psychic energy that inflicts 6-harm ap on everyone nearby.
DEFY DANGER
NotesWhen you defy danger in the face of all the odds, roll+Bold. On a 10+, you defy the odds and succeed. On a 7-9, you don’t quite make it, the MC offers you a hard bargain, an ugly choice, or a worse outcome.
When you defy danger in the face of all the odds, roll+Bold. On a 10+, you defy the odds and succeed. On a 7-9, you don’t quite make it, the MC offers you a hard bargain, an ugly choice, or a worse outcome.
BRANDISH THREATS
NotesWhen you brandish the threat of violence, humiliation, or destruction for someone, roll+Hard. On a 10+, they choose either to call your threat, or accept your demands. On a 7-9, they can instead choose one:
get the hell out of your way
erect secure defenses and barricades
show they are no immediate threat
give you something they think you want
tell you what you want to hear
When you brandish the threat of violence, humiliation, or destruction for someone, roll+Hard. On a 10+, they choose either to call your threat, or accept your demands. On a 7-9, they can instead choose one:
get the hell out of your way
erect secure defenses and barricades
show they are no immediate threat
give you something they think you want
tell you what you want to hear
SEIZE BY FORCE
NotesWhen you attempt to seize something by force or by violence, roll+Hard. On a 10+, choose 3. On a 7-9, choose 2:
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you terrify, dismay, or impress your foe
When you attempt to seize something by force or by violence, roll+Hard. On a 10+, choose 3. On a 7-9, choose 2:
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you terrify, dismay, or impress your foe
CHARM OR MANIPULATE
NotesWhen you charm or manipulate someone, tell them what you want and roll+Charm. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
- if they do it, they mark experience
- if they refuse, it’s enduring fire
What they do then is up to them.
When you charm or manipulate someone, tell them what you want and roll+Charm. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
- if they do it, they mark experience
- if they refuse, it’s enduring fire
What they do then is up to them.
ASSESS THE SITUATION
NotesWhen you assess a charged situation, roll+Adroit. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
- where’s my best escape route / way in / way past?
- which enemy is most vulnerable to me?
- which enemy is the biggest threat?
- what should I be on the lookout for?
- what’s my enemy’s true position?
- who’s in control here?
- what’s the most profitable opportunity here?
When you assess a charged situation, roll+Adroit. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
- where’s my best escape route / way in / way past?
- which enemy is most vulnerable to me?
- which enemy is the biggest threat?
- what should I be on the lookout for?
- what’s my enemy’s true position?
- who’s in control here?
- what’s the most profitable opportunity here?
READ A PERSON
NotesWhen you read a person in a charged interaction, roll+Adroit. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to _____?
When you read a person in a charged interaction, roll+Adroit. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to _____?
OPEN YOUR MIND TO THE IMMATERIUM
NotesWhen you open your mind to the Immaterium, roll +Warp. On a hit, you receive insight about the current situation. In addition, the MC might ask you a question or two; answer them. On a 7-9, the vision is troubling and confused. On a miss, you suffer Insanity.
When you open your mind to the Immaterium, roll +Warp. On a hit, you receive insight about the current situation. In addition, the MC might ask you a question or two; answer them. On a 7-9, the vision is troubling and confused. On a miss, you suffer Insanity.
HOLD TRUE TO YOUR FAITH
NotesWhen you hold true to your beliefs in the face of horror, roll+Warp. On a hit, you keep it together. On a 10+, you deepen your resolve and take +1 forward against the source of the horror. On a miss, you suffer Insanity.
When you hold true to your beliefs in the face of horror, roll+Warp. On a hit, you keep it together. On a 10+, you deepen your resolve and take +1 forward against the source of the horror. On a miss, you suffer Insanity.
HELP OR HINDER
NotesWhen you help or hinder another player character, roll+Bond. On a hit, they take +1 (help) or -2 (hinder) right now. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.
When you help or hinder another player character, roll+Bond. On a hit, they take +1 (help) or -2 (hinder) right now. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.
SOCIAL MOVES
NotesWhen you’re trying to retain dignity when embarrassed in front of important figures, roll +Charm. On a hit, your dignity remains mostly intact. On a 10+, you recover admirably and take +1 forward.
When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but the MC chooses 1:
- You are required to pledge your support or assistance to them.
- You damage your relationship with another party, take -1 Influence with them.
- You attract the attention of their enemies.
- You must give them an immense "gift" worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9, choose 1.
- Everyone who you’d want to appear shows up.
- Hold 1 and spend it to take +1 forward.
- No-one you’d rather didn’t appear shows up.
- Your event or ceremony is the talk of the sector.
- Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
When you’re trying to retain dignity when embarrassed in front of important figures, roll +Charm. On a hit, your dignity remains mostly intact. On a 10+, you recover admirably and take +1 forward.
When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but the MC chooses 1:
- You are required to pledge your support or assistance to them.
- You damage your relationship with another party, take -1 Influence with them.
- You attract the attention of their enemies.
- You must give them an immense "gift" worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9, choose 1.
- Everyone who you’d want to appear shows up.
- Hold 1 and spend it to take +1 forward.
- No-one you’d rather didn’t appear shows up.
- Your event or ceremony is the talk of the sector.
- Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
INFLUENCE MOVES
NotesWhen you marry off a member of your family to an important member of an organisation, take +2 Influence with that organisation.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
- You’ll have to spend X profit to grease the wheels.
- You’ll have to perform the favour first.
- You expend your influence with the organisation, take -1 Influence.
When you hit +4 Influence with an important organisation, set your influence back to +0 and the MC chooses 1:
- They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this organisation.
- They make a major gift to you.
- The organisation becomes Aligned to you.
When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they grant you aid as you request. On a 7-9, you’ll owe them a favour.
When you hit -4 Influence with an important organisation, they become your foe; either politically or directly. set your Influence with them to N/A and your Enmity with them to +1.
At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1 Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have your foes show up and damage your plans.
When you marry off a member of your family to an important member of an organisation, take +2 Influence with that organisation.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
- You’ll have to spend X profit to grease the wheels.
- You’ll have to perform the favour first.
- You expend your influence with the organisation, take -1 Influence.
When you hit +4 Influence with an important organisation, set your influence back to +0 and the MC chooses 1:
- They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this organisation.
- They make a major gift to you.
- The organisation becomes Aligned to you.
When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they grant you aid as you request. On a 7-9, you’ll owe them a favour.
When you hit -4 Influence with an important organisation, they become your foe; either politically or directly. set your Influence with them to N/A and your Enmity with them to +1.
At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1 Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have your foes show up and damage your plans.
0 ____________ seems to fear me and my kind.
0 I fear that _________ may be tempted by the works of Chaos.
0 ____________ has a great destiny that I must see fulfilled.
[_=0] ____________ seems to fear me and my kind.
[_=0] I fear that _________ may be tempted by the works of Chaos.
[_=0] ____________ has a great destiny that I must see fulfilled.
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek, giving him an otherworldly appearance. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes, with a deep, unsettling black iris that hints at the void of space. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, a sense that he knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek, giving him an otherworldly appearance. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes, with a deep, unsettling black iris that hints at the void of space. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, a sense that he knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
[spoiler=Avatar]
[img]https://i.imgur.com/DNRRME2.jpeg[/img]
[/spoiler]
Navigator Ardanor Barknek was born aboard the ancient voidship Eternal Pilgrim, the flagship of the nomadic and esteemed House Barknek. Raised entirely in the void, Ardanor was groomed from a young age to fulfill his destiny as a Navigator, mastering the perilous art of guiding ships through the Warp. His upbringing amidst the hum of old engines and the sight of distant stars instilled in him a profound connection to space and an aversion to planetary surfaces.
Throughout his life, Ardanor faced numerous challenges, including devastating warp storms and resource scarcities, during which he demonstrated exceptional skill, unwavering calm, and resilience. His precise navigation and diplomatic acumen elevated him to the roles of Emissary and Senior Advisor within his House. Driven by a deep desire for prestige, Ardanor is committed to enhancing the honor and influence of House Barknek.
Navigator Ardanor Barknek was born aboard the ancient voidship Eternal Pilgrim, the flagship of the nomadic and esteemed House Barknek. Raised entirely in the void, Ardanor was groomed from a young age to fulfill his destiny as a Navigator, mastering the perilous art of guiding ships through the Warp. His upbringing amidst the hum of old engines and the sight of distant stars instilled in him a profound connection to space and an aversion to planetary surfaces.
Throughout his life, Ardanor faced numerous challenges, including devastating warp storms and resource scarcities, during which he demonstrated exceptional skill, unwavering calm, and resilience. His precise navigation and diplomatic acumen elevated him to the roles of Emissary and Senior Advisor within his House. Driven by a deep desire for prestige, Ardanor is committed to enhancing the honor and influence of House Barknek.
When you suffer Insanity, you fall into a state of paranoid delusion. Tangled up in the threads of possibility, you act as if everyone and everything was an inevitable threat.
You escape Insanity when something you thought inevitable fails to occur.
When you [b]suffer Insanity[/b], you fall into a state of paranoid delusion. Tangled up in the threads of possibility, you act as if everyone and everything was an inevitable threat.
You escape Insanity when something you thought inevitable fails to occur.
RTA: A Powered by the Apocalypse hack, found for free
HERE
RTA: A Powered by the Apocalypse hack, found for free [url=https://lumpley.games/thebarf/index.php?topic=6417.0]HERE[/url]
[f=font-aniron]Titles: [_=Navigator, Emissary and Senior Advisor from House Barknek][/f]
[3column][col]
[table=ht rolls center]
Attribute | Value | Roll
[f=font-aniron]Warp[/f]|[f=font-aniron large][_warp=2][/f]|2d6+[_$=warp]
[f=font-aniron]Charm[/f]|[f=font-aniron large][_charm=1][/f]|2d6+[_$=charm]
[f=font-aniron]Adroit[/f]|[f=font-aniron large][_adroit=1][/f]|2d6+[_$=adroit]
[f=font-aniron]Hard[/f]|[f=font-aniron large][_hard=0][/f]|2d6+[_$=hard]
[f=font-aniron]Bold[/f]|[f=font-aniron large][_bold=-1][/f]|2d6+[_$=bold]
[/table][/col][col]
[abilities=Playbook Moves]
# MASTER NAVIGATOR
When you guide a star-vesel through the Immaterium, roll +Warp. On a hit, the journey is safe and steady. On a 10+, pick one:
• You arrive at your destination ahead of schedule.
• Your arrival is cloaked from warp-sight and augurs.
• You can travel deep within the system before leaving the Immaterium.
• You throw off any pursuit in the warp.
# DESTINY FORESHADOWED
At the beginning of every session, roll +Warp. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you hold 1 but the DM also holds 1 against you. You can spend your hold to declare retroactively that you predicted an event, and take action before that event. The DM can spend their hold over you to render you momentarily catatonic.
# ABYSSAL SIGHT
When you assess a situation, roll +Warp instead of +Adroit. On a hit, you also know what here is tainted by the Warp.
[/abilities]
[/col][col]
[abilities=Ship Component]
# INFINITY MANDALA
When you contemplate the mysteries of the Infinity Mandala, roll +Warp. On a hit, you achieve some measure of inner peace. Either take +1 forward, or escape your Insanity. Additionally, on a 10+, a secret is revealed to you through your meditations. On a miss, you uncover something dark and terrible.
[/abilities]
[/col][/3column]
[3column][col]
[abilities=Special Moves]
#HAVE SEX
When you have sex with someone, you see the possibilities of their future and the secrets of their past tangled together. Ask the MC what their future likely holds; the MC will answer truthfully to the best of their abilities.
#DIE
When you die, you release a burst of psychic energy that inflicts 6-harm ap on everyone nearby.
[/abilities]
[/col][col]
[abilities=Basic Moves]
#DEFY DANGER
When you defy danger in the face of all the odds, roll+Bold. On a 10+, you defy the odds and succeed. On a 7-9, you don’t quite make it, the MC offers you a hard bargain, an ugly choice, or a worse outcome.
#BRANDISH THREATS
When you brandish the threat of violence, humiliation, or destruction for someone, roll+Hard. On a 10+, they choose either to call your threat, or accept your demands. On a 7-9, they can instead choose one:
get the hell out of your way
erect secure defenses and barricades
show they are no immediate threat
give you something they think you want
tell you what you want to hear
#SEIZE BY FORCE
When you attempt to seize something by force or by violence, roll+Hard. On a 10+, choose 3. On a 7-9, choose 2:
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you terrify, dismay, or impress your foe
#CHARM OR MANIPULATE
When you charm or manipulate someone, tell them what you want and roll+Charm. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
- if they do it, they mark experience
- if they refuse, it’s enduring fire
What they do then is up to them.
#ASSESS THE SITUATION
When you assess a charged situation, roll+Adroit. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
- where’s my best escape route / way in / way past?
- which enemy is most vulnerable to me?
- which enemy is the biggest threat?
- what should I be on the lookout for?
- what’s my enemy’s true position?
- who’s in control here?
- what’s the most profitable opportunity here?
#READ A PERSON
When you read a person in a charged interaction, roll+Adroit. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to _____?
#OPEN YOUR MIND TO THE IMMATERIUM
When you open your mind to the Immaterium, roll +Warp. On a hit, you receive insight about the current situation. In addition, the MC might ask you a question or two; answer them. On a 7-9, the vision is troubling and confused. On a miss, you suffer Insanity.
#HOLD TRUE TO YOUR FAITH
When you hold true to your beliefs in the face of horror, roll+Warp. On a hit, you keep it together. On a 10+, you deepen your resolve and take +1 forward against the source of the horror. On a miss, you suffer Insanity.
#HELP OR HINDER
When you help or hinder another player character, roll+Bond. On a hit, they take +1 (help) or -2 (hinder) right now. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.[/abilities]
[/col][col]
[abilities=Peripheral Moves]
# SOCIAL MOVES
When you’re trying to retain dignity when embarrassed in front of important figures, roll +Charm. On a hit, your dignity remains mostly intact. On a 10+, you recover admirably and take +1 forward.
When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but the MC chooses 1:
- You are required to pledge your support or assistance to them.
- You damage your relationship with another party, take -1 Influence with them.
- You attract the attention of their enemies.
- You must give them an immense "gift" worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9, choose 1.
- Everyone who you’d want to appear shows up.
- Hold 1 and spend it to take +1 forward.
- No-one you’d rather didn’t appear shows up.
- Your event or ceremony is the talk of the sector.
- Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
# INFLUENCE MOVES
When you marry off a member of your family to an important member of an organisation, take +2 Influence with that organisation.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
- You’ll have to spend X profit to grease the wheels.
- You’ll have to perform the favour first.
- You expend your influence with the organisation, take -1 Influence.
When you hit +4 Influence with an important organisation, set your influence back to +0 and the MC chooses 1:
- They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this organisation.
- They make a major gift to you.
- The organisation becomes Aligned to you.
When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they grant you aid as you request. On a 7-9, you’ll owe them a favour.
When you hit -4 Influence with an important organisation, they become your foe; either politically or directly. set your Influence with them to N/A and your Enmity with them to +1.
At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1 Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have your foes show up and damage your plans.[/abilities]
[/col][/3column]
[3column][col]
[abilities="Personal Gear"]
[/abilities]
[f=font-aniron large]Armor: [_=0][/f]
[/col][col]
[abilities="Harm"]
[_=0/8]
[/abilities]
[/col][col]
[abilities=Bonds]
[_=0] ____________ seems to fear me and my kind.
[_=0] I fear that _________ may be tempted by the works of Chaos.
[_=0] ____________ has a great destiny that I must see fulfilled.
[/abilities]
[/col][/3column]
[2column][col]
[abilities=Looks]
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek, giving him an otherworldly appearance. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes, with a deep, unsettling black iris that hints at the void of space. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, a sense that he knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
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[img]https://i.imgur.com/DNRRME2.jpeg[/img]
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[abilities=Origin]
Navigator Ardanor Barknek was born aboard the ancient voidship Eternal Pilgrim, the flagship of the nomadic and esteemed House Barknek. Raised entirely in the void, Ardanor was groomed from a young age to fulfill his destiny as a Navigator, mastering the perilous art of guiding ships through the Warp. His upbringing amidst the hum of old engines and the sight of distant stars instilled in him a profound connection to space and an aversion to planetary surfaces.
Throughout his life, Ardanor faced numerous challenges, including devastating warp storms and resource scarcities, during which he demonstrated exceptional skill, unwavering calm, and resilience. His precise navigation and diplomatic acumen elevated him to the roles of Emissary and Senior Advisor within his House. Driven by a deep desire for prestige, Ardanor is committed to enhancing the honor and influence of House Barknek.[/abilities]
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[abilities=Insanity]
When you [b]suffer Insanity[/b], you fall into a state of paranoid delusion. Tangled up in the threads of possibility, you act as if everyone and everything was an inevitable threat.
You escape Insanity when something you thought inevitable fails to occur.
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[abilities=Keys]
When you [b]fulfill one of your keys[/b], check it off. Everyone marks experience, and you take +1 forward.
[_=0/5]
At the [b]end of the session[/b], you can erase a checked key and write a new one.
[_=0/1] Explore an uncharted system.
[_=0/1] See a prophecy fulfilled.
[_=0/1] Foil a rival Navigator.
[_=0/1] Battle the agents of Chaos.
[_=0/1] Encounter a warp anomaly.
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[abilities=Advances]
[_=0/1] Take +1 Bold
[_=0/1] Take +1 Adroit
[_=0/1] Take +1 Hard
[_=0/1] Take +1 Charm
[_=0/1] Get a new navigator move
[_=0/1] Get a new navigator move
[_=0/1] Gain a leadership position in your Navigator house
[_=0/1] Get a move from another career
[_=0/1] Get a move from another career
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[abilities=Player notes and rules reminders]
RTA: A Powered by the Apocalypse hack, found for free [url=https://lumpley.games/thebarf/index.php?topic=6417.0]HERE[/url]
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