LurkerOutThere
Dec 14 2010, 07:11 AM
Well it was too good to last and to be honest two games of Shadowrun a week, even if one was missions adventures, was taking it's toll on me. I got all set to run Rogue Trader and my players opted for Scion instead. This has left me intrigued by RT but no table of it to run. As such if folks would be interested in a play by post Rogue Trader game should PM me with their email address(especially if they have one that already has waye). We'll be using google wave as a medium and i'm looking for folks that can post several times a week although it doesn't have to be novels each time. Let me know if you are interested.
Tanegar
Dec 15 2010, 02:07 AM
I may be getting Rogue Trader for Christmas, and if so I would definitely be interested. Will PM you if it materializes.
LurkerOutThere
Dec 15 2010, 05:46 AM
Cool, so far no bites although I'm expecting at least a couple of interested parties from my regular group.
Grinder
Dec 15 2010, 02:18 PM
You should post in the "Welcome to the shadows"-section. I'm sure you'll more interest there.
StealthSigma
Dec 15 2010, 03:55 PM
I have a mild interest, but I have no Rogue Trader material nor have I ever had good experiences with play by post.
LurkerOutThere
Dec 18 2010, 02:43 AM
I wasn't sure if that would be permitted Grinder, I will do that.
Grinder
Dec 18 2010, 08:52 AM
You can post whereever you want, but I'm sure the sub-board dedicated to PbP-games will get this game call more attention.
Zyerne
Dec 20 2010, 03:20 AM
Did you get my PM Lurker?
Karoline
Dec 20 2010, 04:00 PM
Oooohhh, that's why the name sounded so familiar. Warhammer 40k game. Could be interesting, but sadly, no bookies.
LurkerOutThere
Dec 20 2010, 05:44 PM
I did Zyyrene sorry, at the time I got it I was on my phone and I hate typing on that thing. I will repost in the sub board.
Karoline
Dec 21 2010, 04:33 AM
So, I grabbed a copy of the book and have been looking through it. Very interesting stuff. Takes a bit to wrap your head around the fact that you're a super big-shot, and raises some odd questions (If I'm such a big shot, why would I ever be in combat myself instead of sending in my personal army?), but overall looks fun.
I made up an explorator that is surprisingly good in combat but a bit fragile (minimum wounds roll).
Lurker, maybe you can clear it up for me, but any idea why they list the skills/talents that you automatically get as part of your career in the stuff you can buy at career rank 1? Is it some sort of thing to help with crossover to different systems or what? Just curious because it had me confused for a while, thinking I could improve the skills that I started with until I noticed that it listed talents that I already had as well which couldn't be taken multiple times.
Zyerne
Dec 21 2010, 04:42 AM
That's covered in the errata which basically says "Ignore it, we're covering our asses in case we need them later."
There's a rule somewhere that states if you get multiples of a talent take the Talented talent in place of the second one.
Edit: Skills and Talents, the sequel. Box, bottom right, page 15.
Karoline
Dec 21 2010, 06:13 AM
That clears it up, and then I noticed in the errata that one of the other books does seem to do something with additional origins and careers and such, so maybe important from that.
I really wish home worlds gave actual skills though instead of 'treat this as basic untrained' because it seems as though your likely career is going to have that skill anyway. It was my major disappointment with forge world as the starting world for my Explorator character, all the 'treat as basic' skills were ones that Explorators get anyway. Oh well, can't argue with 51 int
Zyerne
Dec 21 2010, 03:43 PM
Into the Storm adds a advanced career for each primary, which you can take one rank of at some point in your career progression.
It also adds new homeworlds and origin options along with Orks and Kroot.
As to char gen, for a pbp game I'd prefer points gen I think.
Lastly, a gripe with the rules, the only one I have really. The starting characters are somewhat limited in weapon selection. This isn't helped by the fact that the pregens in the rules preview have weapons not actually on their career writeups.
Karoline
Dec 21 2010, 07:28 PM
I think my character's stats likely come out to less than the 100 points given for the point gen system. Mostly had 11s and then a 15, 17 and 5, 3 or something like that.
As for the weapon selection, remember that you get any equipment with a total modifier of +0 as part of chargen as well, which can be any weapon in the book of good quality except for the archeotech laspistol and storm bolter which you can get at common quality. Heck, some you can even manage at best quality.
Not sure what pregens you're looking at, but that could be where they are coming from. And if it is common stuff, it could be that it is assumed the GM will let you start with something that is going to be a +60 or so item.
Zyerne
Dec 21 2010, 08:45 PM
Pregens are in Forsaken Bounty, which is a condensed version, with scenario that they release for Gen Con or some similar event.
As to the weapons, I realise you can choose 1 of almost anything but there a lot of other things to pick from besides weapons. I guess I just don't like being tied to a choice of 3 or 4 in the characters starting gear.
Karoline
Dec 22 2010, 01:07 AM
Well, as I said, GM can allow for a large number of more common items, and depending on starting PF, it could be exceptionally easy to grab various things.
LurkerOutThere
Dec 27 2010, 09:30 PM
I just wanted to let everyone know I havn't forgotten this I've just been extremely busy. Sometime in the next couple days (hopefully tonight) I'll do a short in character piece on the central Rogue Trader family you will either be members of or serving/aligned with. I will also start up in character and out of character threads in the Shadows forum as google wave looks like it is shutting down soon (more the pity that). To put it briefly the PC's will be scions or retune of an extremely old Rogue Trader dynasty that is on the cusp of an internal struggle. The main focus of the game will be not only exploration and wealth but interdynasty and interstellar intrigue and manuevering. The game will not only deal with the Kronos expanse but your family has deep seated ties to the Calixis sector meaning you may be present and engaged in activities there as well.
Drace
Dec 28 2010, 08:53 AM
This looks good, any chance there are any spots left? Got a few RT campaigns under my belt and pBp looks like a good outlet now that I am tabletop-less.
Also, there is a semi-finished chargen
here. Not going to do everything, but can help speed up making characters.
Karoline
Dec 29 2010, 02:15 AM
Sounds very interesting. I've made a host of characters since I've had alot of time without internet lately. I think I have everything except a Void-Master at this point, though I certainly have favorites, high among them being my original Explorator. I've also made a Sensechel and Navigator that I'm fairly fond of if a tech role isn't all that helpful. I'm really not sure what rolls are 'required' or anything. Seems like virtually anything could be done by an NPC given the ability to hire so many so easily. I suppose the more social roles would be hard to delegate, but virtually anything else seems like it could easily be handled by an NPC (or army thereof).
Oh, and are we rolling stats or just using 100? And what should we do about things like rolling up accumulated corruption and insanity? Just wait for the game to start?
And one final question: I noticed that it is possible for a Rogue Trader to take Renowned Warrant which means their Warrant is really old and cool and stuff. If one person gets it, would everyone in the group gain the benefits? And would this be something that would be required to be bought at character generation, or something that could be gotten later? I figure in the interests of balance, the talent might be less that the Warrant becomes better, and more that the character knows how to throw that weight around properly.
Edit:
P.S. Is stuff from Into the Storm allowed? I'm considering getting a copy with Christmas money, but less likely to if the stuff isn't allowed.
Tanegar
Dec 29 2010, 05:41 AM
I'm leaning toward an Explorator myself. I was torn between an Explorator and a Void-Master, but then I hit on (what I consider to be) a really neat quirk for an Adeptus Mechanicus character: his vox modulator has a per-persistent fault that cau-auses him to talk like-like SHODAN. Little things like that are what draw me into my characters.
Karoline
Dec 29 2010, 10:31 PM
By His will, you are ordered to get a move on before you are found guilty of Heresy
Zyerne
Dec 30 2010, 04:14 AM
I'm looking at Arch-Militant or Void Master myself. Interesting that no-one has mentioned wanting to play the "Boss".
Karoline
Dec 30 2010, 05:02 AM
QUOTE (Zyerne @ Dec 29 2010, 11:14 PM)
I'm looking at Arch-Militant or Void Master myself. Interesting that no-one has mentioned wanting to play the "Boss".
I was quite underwhelmed at my attempt at making a Rogue Trader.
I'd have to say that my Explorator and Navigator have been my favorites so far. I'm also fond of my Sensechel, Missionary, and Astropath Transendant. My Arch-Militant is alright (quite good actually, 19 + 1d5 wounds
) but just don't feel the character very well. Same goes for my RT. Don't feel the character and seems fairly lackluster overall. Might try remaking the RT now that I have a better grasp of the system (Finally got around to reading the combat rules
) and a bit of a better understanding of what a RT is really supposed to be.
Haven't made a void-master yet as the prospect seems distinctly unappealing for some reason.
You said you have Into the Stars, right? Is it a good book? Still strongly considering grabbing it, as I think more character options could be just what I'm looking for. Of course, would at least like to be sure they'll be an option in this game before I go out and get the book.
Zyerne
Dec 30 2010, 05:22 AM
It's not a bad book, certainly, and adds a lot of scope to character creation.
The background material is also worth reading, there's a long section on Port Wander.
It also has my favourite player ship along with a lot of smaller vehicles, aircraft, groundcraft etc.
Overall, I'm not entirely sure it's worth the price but on the flip side of that, I don't think you'd regret buying it. Then again, I bought a LE SR4A, so I guess value is relative
Drace
Dec 30 2010, 01:01 PM
Not to mention the rules for vehicles alone makes that book worth the price for a DH or RT game.
So who all does lurker have for this game so far? And what are people wanting to play. So far got:
1)A RT who slummed it for a few years in a hive city for kicks before joining the navy at the family's behest (re; gun point) and may go the privateer route,
2)A navigator who is a nomad wanting to go where others haven't and sire as many children as possible,
3)A missionary who fanatically believes his boss is a saint reborn,
4)A kroot who's kindred was wiped out and wants to round up strays and eat living things (with possible inclination to become a shaper)
They are all done up using the 100 point system and most use into the storm in some way though, so not sure if that is going to fly?
Also, are we connecting the archtype/career to the rest of the character building options? Or are allowing any background as long as you can actually make it make sense?
Tanegar
Dec 31 2010, 04:07 AM
I understand the purpose of the Origin Path system, but I don't like it, largely because it doesn't make sense. Savants never hail from Forge Worlds? Characters who are Chosen by Destiny are immune to the Hand of War? Perhaps the greatest
wall banger of all, there's no such thing as a Rogue Trader motivated by Fortune?
Drace
Dec 31 2010, 04:39 AM
That's the main reason why most players and gms allow any career to the path, even in the books there isn't any lines connecting career to the last option in the path.
Karoline
Dec 31 2010, 04:45 AM
Yeah, the lack of a forge world savant seemed awfully odd to me, and overall I think hive world and forge world should simply be switched around. Maybe it is just me, but seeing as the scale seems to be from 'least refined' to 'most refined' or 'worst lot in life' to 'best lot in life' I can't help but think that being from a forge world seems better than being from a hive world (Excepting of course those in the higher levels of the spires). I mean the description of Forge worlds didn't sound all that different from SR wageslaves, and the description of Hiveworlds didn't sound all that different from an overpopulated SR Barrens.
So yeah, there are some oddities, but I think it works nicely overall, and it isn't a hard and fast thing. You can ask your GM for special consideration for a specific switch (I'm sure a forge world savant wouldn't be hard to swallow) and the GM can even allow some rows to be entire gimmies. Personally I don't see alot of reason behind the motivation being so closely tied to career. I mean is there some reason that an Arch-Militant can't be motivated by vengeance? And how many explorators, those searchers of lost knowledge and technology, are really going to be motivated by vengeance?
Like I said, some oddities but overall good. They did after all only have so many ways to match everything up, and there was an obvious intent to keep some things like astropaths and RTs rare by sticking them at the edge.
LurkerOutThere
Dec 31 2010, 05:13 AM
Hello folks, i'm still working on the setup, my short intro fiction has become a longer background piece on the family you all will be involved in. It is my hope that the delay will be worth it.
Also a major disclaimer I am re-reading my books to get a better feel for the rules having skimped on them last time in favor of the fluff. So i won't always be able to concrete answer some questions
At this point however I feel like i have a good enough grasp to lay out to ground rules.
You may choose any career you wish and can reasonably justify through backstory and may make other origin path choices relatively freely as long as you can justify them to me. Please do not abuse this and give me solid characters rather then just the most heinous munchkin thing you can come up with. The goal is to be characters, not statblocks. /soapbox off.
We will be using the allocating points section on page 14. Any corruption or insanity gained from origins paths etc will need to be roled at the start of play.
We will be using Into the Storm and the options therin, with the exception of the options for Xenos characters, I just can't wrap my mind around them.
Renowned Warrant is allowed and due to backstory reasons anyone playing a rogue trader will get it for Free.
While I will provide more details as I finalize some of my plans I will let you guys know that you will have some opportunity to aquire gear after play starts but before you set out away from civilization. The campaign will open with you aquiring, or I should say re-aquiring a ship of your dynasty and preparing it for travel. As i've previously aluded to while it won't mechanically change anything you will be effectively the most junior branch of an established Rogue Trader enteprise, as such you will be somewhat directed by the leader of your family to undertake certain things as both a test of your abilities and for the good of your family. I intend to keep such commandments light and open, think of them less as NPC orders and more as prebuilt plot hooks.
Edit and addendum: As your ship is on loan to you from your dynasty I will be doing most of the designing on it as there are some things it needs to have from a story standpoint.
Karoline
Dec 31 2010, 06:43 AM
What about mutations, either from taking the appropriate origin path or being a navigator? It could potentially have a fairly large effect on the character overall, and so doesn't seem appropriate to wait until play starts to roll them. I mean a character that his half demon or whatever is likely to have a slightly different outlook on life than one that is a bit tougher than normal, which might translate into going an entirely different career or a different path to get there.
Also, to take a bit of stock of who wants to play what:
Zyerne: Arch-Militant or Void Master
Tanegar: Explorator
Karoline: Virtually anything
Drace:RT, Navigator, or Missionary
Hmm, weird, I was under the impression that we had more than 4 people interested.
LurkerOutThere
Dec 31 2010, 06:58 AM
My list thus far
Zyerne: Arch-Militant or Void Master
Tanegar: Explorator
Karoline: Virtually anything
Drace:RT, Navigator, or Missionary
PBTHHHHT
LurkerOutThere
Dec 31 2010, 07:10 AM
I see your point if folks need to roll mutations or what have you please do so and just post here along with your character.
LurkerOutThere
Dec 31 2010, 08:09 AM
Tanegar
Dec 31 2010, 07:21 PM
May I assume that the campaign will open with the PCs salvaging the Divine Inspiration and restoring her to voidworthiness? If so, I think that's my character's "in" with the Vorhees dynasty: he was sent by the Adeptus Mechanicus to oversee the restoration of the engines and other tech-devices aboard the Divine Inspiration, and after that to remain aboard and keep an eye out for archaeotechnology wherever the ship makes port.
Tanegar
Dec 31 2010, 11:00 PM
Explorator-Adept Zacharias Hakkonen
Background:
[ Spoiler ]
Hailing from the Forge World of Land's Hope, Zacharias Hakkonen began his career of service to the Machine Cult as a soldier in the Skitarii Tech-Guard. He is one of a handful of survivors from the ill-fated Heimdall Squadron. A splinter fleet of Archmagos Paracelcus Thule's Explorator Fleet, Heimdall Squadron set out from Port Wander to visit the xeno machine-world Illisk, record its wonders and its heresies in the name of the Omnissiah, plunder such of its tech as could be deemed orthodox, and destroy the blasphemous remains.
Heimdall Squadron, consisting of the cruiser Lance of the Omnissiah and three frigate escorts, made the warp jump to Illisk more or less without incident. Shortly after planetfall, however, it became apparent that something was seriously wrong. It began with disappearing servitors, several of which were later found with their organic components flayed and the blessed augmetics missing. Security was tightened: servitors were deployed in groups rather than singly, with armed escorts. It didn't help. Soon whole groups, including combat-servitor escorts, were being found in pieces.
A week after making planetfall, techpriests monitoring vox transmissions received a panicked call from a junior technomat gibbering about "steel skeletons" and "green lightning;" the transmission cut off in a burst of static. Shortly afterward, the base camp perimeter came under assault from the most blasphemous of foes: Necrons. It was later determined that there was a Necron tomb-vault somewhere on Illisk, and that an errant servitor had awakened its guardians. The unrelenting ferocity of the unholy machines broke the perimeter defenses within minutes. Hakkonen and the other Skitarii fought a desperate holding action to buy the Magos and his Adepts enough time to evacuate to the landing shuttles. Zacharias Hakkonen saw many of his comrades die hideously, their skins peeled off by the Necron Flayed Ones or their bodies rendered into molecules by the ghastly green light of the Necron gauss flayer weapons.
As Hakkonen and a ragged group of surviving Tech-Guard rushed up the ramp to board the last shuttle, a Necron wraith materialized in the passenger bay and began slaughtering everyone within reach. The Skitarii managed to keep the machine from the cockpit, and eventually put it down with a withering fusillade of las-bolts, but fewer than a dozen of the hundred-plus passengers survived. The survivors heaved a collective sigh and offered thanks to the Omnissiah for their deliverance, but their relief was premature.
As Heimdall Squadron prepared to break orbit, a group of Necron frigates rose from Illisk's surface, intent on preventing the Machine Cult ships from escaping to spread word of the Necrons' presence on Illisk. The Lance of the Omnissiah was struck amidships by the first salvo and shattered into half a dozen flaming hunks of wreckage. Her escorting frigates escaped immediate death only by dint of desperate evasive maneuvers, but one by one the implacable Necron ships hunted them down. The Heavenly Scribe was chased down and boarded; the last vid-transmission from her bridge showed her captain shouting invocations to the Machine God before being split open from collarbones to pelvis and his viscera strewn across the command pulpit. The Light of Knowledge apparently self-destructed rather than suffer the same fate; she exploded almost immediately after coming under fire, despite suffering no more than superficial damage. Only the fact that the frigates had scattered rather than keep formation saved the Swift Seeker - after turning from the destruction of the other frigates, the Necron ships were faced with a long stern chase to catch their final prey.
Aboard the Swift Seeker, the ship's own techpriests and enginseers pressed everyone with the slightest amount of technical training into service, including Zacharias Hakkonen and the other Tech-Guard. Voices were raised in frenetic prayer to the Deus Mechanicus as red-robed figures rushed frantically to and fro, performing the most powerful, the most arcane rites of propitiation to the ship's machine spirits. Every last erg of power was coaxed from the drives, from the void shields, from the weapons, as the frigate raced across the void to the waiting safety of the warp point. Finally the Necron ships drew within range and opened fire. The Swift Seeker shuddered as the Necron gauss weapons blasted away chunks of her superstructure; the prayers of her crew reached an even more hysterical pitch. Conduits burst, intercoolers exploded, and men died as machinery strained past its limits failed catastrophically. The Necron ships drew ever closer; they were within ten kilometers of boarding range; within five kilometers; within one kilometer...
Finally the Swift Seeker barrelled past the edge of the Illisk system's gravity well and into free space where she could safely engage the warp drive. The fabric of space was rent asunder as the frigate tore open a portal into the Empyrean and vanished inside, escaping her pursuers as her compartments echoed with frenzied prayers of thanksgiving. It had taken Heimdall Squadron less than a month to make the journey from Port Wander to Illisk; it took the Swift Seeker, damaged and afflicted as she was, six months to limp home.
Over the next year, Zacharias Hakkonen was promoted to Explorator-Adept and ordered to join the Vorhees Rogue Trader dynasty's efforts to salvage a ship called the Divine Inspiration. He was to oversee a crew of technomats and junior Adepts restoring the vessel's tech-systems, her power core, her plasma and warp drives, her augurs, and all the myriad subsystems scattered throughout the ship. Afterward, he was to remain aboard and serve as the ship's chief enginseer, advising her Lord-captain on all matters pertaining to holy and unholy technologies, to maintain the purity and orthodoxy of the Divine Inspiration's systems, and whenever possible to seek out examples of lost and/or new technology on the ship's journeys.
Statistics:
[ Spoiler ]
Weapon Skill 35 -5
Ballistic Skill 45 +3 +5
Strength 25
Toughness 35
Agility 35
Intelligence 45 +5
Perception 45 +3
Willpower 35
Fellowship 25 -5
Origin Path:
Forge World
-5 WS, +5 Int
Common Lore (Tech, Machine Cult) are untrained Basic Skills
Credo Omnissiah: Technical Knock Talent
Fit for Purpose: +3 BS
Stranger to the Cult: -10 to Tests involving knowledge of Imperial Creed, -5 to Fel tests involving Ecclesiarchy members in formal settings
Starting Wounds: 11 (6 + [1d5 = 4] + 1)
Starting Fate Points: 2
Stubjack
Quick Draw Talent
Intimidate is trained Basic Skill
+5 BS, -5 Fel
1d5 = 3 Insanity Points
Duty-Bound
Duty to Humanity: +3 Per, -1 group starting Profit Factor
Dark Voyage
Things Man Was Not Meant to Know: Resistance (Fear) Talent
Marked by Darkness: 1d5 = 4 Insanity Points
Renown
Peer (Adeptus Mechanicus) Talent
Explorator
Skills: Common Lore (Tech, Machine Cult) (Int), Forbidden Lore (Archaeotech, Adeptus Mechanicus) (Int), Literacy (Int), Logic (Int), Speak Language (Explorator Binary, Low Gothic, Techna-Lingua) (Int), Tech-Use (Int), Trade (Technomat) (Int)
Trait: Mechanicus Implants
Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant
Gear: Good-craftsmanship hellgun, best-craftsmanship shock staff, enforcer light carapace, multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate, servo-skull familiar.
Additional Implants: Manipulator mechadendrite, utility mechadendrite
Additional Talent: Mechadendrite Use (Utility)
Edit: Forgot to pick my two implants, per p. 72, and spend my 500xp, per p. 30.
Drace
Jan 1 2011, 02:17 AM
Got the Rogue trader here, working on the navigator's backstory incase someone else wants to play the RT:
Background
[ Spoiler ]
Born the 5th child to the 3rd grandchild of Cogliosto Vorhees, Allesaundaur, or Lucius as he preferred to go by, didn’t have much hope for advancement in the Vorhees Dynasty. Living most of his life in the spires of Scintilla and other Hive cities in the core of the calixian sector, Lucius grew bored, and as most noble scions he grew restless with the plethora of debauched parties, jazzing citizens, and idling his life by. By the age of 17 he finally managed to run away from his handlers, and make his way into scintilla’s main hive. His parents merely wrote this off as a rival taking him out for some vendetta or another, and having barely spent more than a few days with Lucius since his chances of rising to any sort of power or responsibility were slim, wrote him off.
Within a few days, the few survival skills he had been taught by the family’s housecarls and personal security had saved him. Seeing him as being an easy target, and spotted as a slumming noble within minutes, a group of juve gangers descended upon him. Barely surviving his first encounter with the seedy underside of the hives and imperial life, he learned that true life comes from things other than the newest high or sensation. By his first year in the underhive he had made a small name for himself, leading a group of followers he had forged into a gang of his own. Running them more like a military group and less like a gang allowed him to soon run his own neighborhood in the underhive. But as with all things, it couldn’t last, and soon the other gangs grouped up and smashed down his fledgeling empire for disrupting the status quo. Lucius survived though, and the rival gang bosses, none of which knew Lucius’s true identity, believed him dead. Using this to his advantage, he left the underhive, working for several years as a bounty hunter, bringing in bigger and bigger marks, all the while his reputation grew, and both his family and the gang lords he had angered were putting the dots together. One by one, many of the gang lords attempted to have him killed, and one by one, Lucius took their lives, until the survivors had finally gotten the message
By the time he was 30 he has living back in the tip of the spire, enjoying a life of modest luxury, but this time self earned luxury, rather than sponging off family fortune. Reflecting on his life, he soon came to realize that while he lived a more fulfilling life, a self made life, he still felt something missing. This he came to realize was a sense of belonging, of having loyal men and women following his orders out of respect, fear and admiration, something that he hadn’t felt since his days in the underhive years back. He took himself to where he knew his family kept their holdings, having watched them on and off for a few years, and after passing several gene-tests asked for an audience from the head of the family.
His father, having come to terms that the young, scruffy, unrefined man infront of him was truly his son, soon noticed the differences between Lucius and his estranged siblings. Where the siblings were prone to boughts of decadence and hedonism, whining or demanding more from the dynasty while having little to no respect from the servents, retainers and underlings, Lucius strove to improve what little he was given control of, earning the respect of the families peers, rivals and underlings within a matter of a few years. Soon Lucius was helping run most of the family operations with the exception of the ship already given to his oldest brother, and the one his father captained, while his siblings went from one high to the next, barely noticing that they were being pushed aside, and left behind.
By his 35th standard year, Lucius was awarded a posistion of 2nd mate on his fathers cruiser, to learn under him. He refused, and simply asked for a lower ranked officer’s posistion. His father was dismayed, but not wanting to lose the one usefull scion of his, allowed it, giving him a minor posting in the ship. Within 2 years, Lucius had risen through the ranks up to the 2nd officer posistion he had been offered originally, and earned the devotion and loyalty of nearly the whole of the ship’s crew through his actions and style of leadership. His father’s plans for him were cut short for him though, as the new head of the dynasty itself seemed to have other plans for him.
Origin Path
[ Spoiler ]
Home World: Hive World
Birth Right: StubJack
Lure of the Void: Bounty Hunter
Trials: Calamity
Motivation: Loyalty
Stats
[ Spoiler ]
Skills: Awareness, Command, Commerce, Charm, Common Lore, Evaluate, Literacy, Scholastic Lore (astromancy), Speak Language (High gothic, Low gothic, Hive Dialect), Intimidate, Trade (voidfarer)
Talents:Air of authority, Ambidextrous, Quick Draw, Blood tracker, light sleeper, nerves of steel, Pistol universal, Melee universal, Renowned warrant
Stats
Wounds = 12
1d10=9 /2 rounded up
Fate: 3
1d10=7WS: 30 /3 (25+5)
BS: 45 /4 (25+15+5)
Strength: 32 /3 (25+7)
Toughness: 34 /3 (25+14-5)
Agility: 35 /3 (25+10)
Intelligence: 38 /3 (25+13)
Perception: 33 /3 (25+
Willpower: 36 /3 (25+8+3)
Fellowship: 53 /5 (25+20+3+5)
Armour: All 6
Beginning gear:
Albino Saberfanged Lion pelt, fine clothing, Microbead, Void Suit
Weapons
Plasma Pistol
Class: Pistol / Range: 30 / RoF S/2/0 / Damage:1d10+6 E / Pen:6 / Clip:10 /Rld:3 full / Special: Overheats / Weight: 4kg
Power sword
Class: Melee / Range: - / Damage:1d10+5 E / Pen:5 / Special: Powerfield, balanced, +5 parry / Weight: 3kg
Armour
Best craftmanship Enforcer Carapace
Location: All / AP: 6/ Wieght: 7.5/
Other abilities:
Accustomed to crowds (crowds are not difficult terrain, no agility test needed to keep footing while runnong or charging)
Caves of Steel (Tech use an untrained basic skill)
Hive Bound (-10 survival, -5 on int tests when not in a hab like setting)
Wary (+1 to Initiative roll)
Exceptional Leader (Grant an ally +10% to any test as a free action once per round)
+5 willpower and Fellowship on home ship
Insanity: 7
2d10=13 /2
Karoline
Jan 1 2011, 07:22 AM
QUOTE (Drace @ Dec 31 2010, 09:17 PM)
Got the Rogue trader here, working on the navigator's backstory incase someone else wants to play the RT:
I think you're the only one who has expressed any real interest in playing the RT, and I think the RT might be the single most required character in a group.
I just posted an Astropath in the OOC thread. Later I'll work on a Navigator and will almost certainly go with one of those, as I'm not exactly sure how important it is to have a Navigator PC as opposed to NPC.
Zyerne
Jan 1 2011, 07:38 AM
RT was third on my list after Arch-Militant and Voidmaster. Still not sure which of those I'll go for, the concept I have works for both.
Looks like we'll be lacking a good melee fighter
Karoline
Jan 1 2011, 07:58 AM
Well, with my exceedingly limited knowledge of both the rules and the setting in general, I figure the most important PCs to have would be:
Rogue Trader - She is the one that is basically in charge, and if an NPC is in charge... makes for a bit of an odd game. Also one of the most personable types in a game that seems to rely quite a bit on being civil.
Void Master - While you could maybe get by with an NPC pilot for day to day things, you're really going to want the extra skill of a PC when stuff really hits the fan.
The others seem to have varying degrees of usefulness and importance. I like them, but Missionaries seem to be one of the least useful to the operation of the group as a whole. Decent in combat, but you can field small armies, so that isn't always so important. Same goes for Arch-Militants. Excellent in combat, but you could just hire a dozen guards to get fairly similar effects.
Navigators and Explorators both seems to have a 'can be really handy when needed' thing going for them with navigation and repair work and such, and both can be quite impressive in combat either through the third eye or augmentation, but once again, that is what grunts are for.
Astropaths on the ship mainly function as communications, and can easily be NPCed out, though like the Navigator, can be potentially fearsome in combat. Can also be quite handy in social/similar situations with things like mind reading and such.
Sensechels seem to have a rather strong overlap with RTs (And this might be part of why I'm having trouble making an RT, keeps coming out looking like my Sensechel).
So, just my little take on the matter. I don't mean to offend anyone's favorite Career or anything, and indeed I slandered several of my favorites and praised my personal least favorites, but that's just my rough view on it. I suppose having so few required things is good, because it gives people alot of freedom to play what they want without feeling they need to have 'tank, healer, DPS' like so many other RPGs.
Also for all the combat things, I suppose there are times when combat without your personal guard will happen, just like you will occasionally get caught without your best weapons and/or armor in SR from time to time, like when getting blindsided at a social setting.
LurkerOutThere
Jan 2 2011, 04:47 PM
QUOTE (Tanegar @ Dec 31 2010, 01:21 PM)
May I assume that the campaign will open with the PCs salvaging the Divine Inspiration and restoring her to voidworthiness? If so, I think that's my character's "in" with the Vorhees dynasty: he was sent by the Adeptus Mechanicus to oversee the restoration of the engines and other tech-devices aboard the Divine Inspiration, and after that to remain aboard and keep an eye out for archaeotechnology wherever the ship makes port.
A very astute guess, and will be an excellent hook.
PBTHHHHT
Jan 3 2011, 08:54 PM
Ah, just noticed the recent posts on this thread and stuff today. Was out of town and busy with the holidays, time to start posting on the other threads and make a character.
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