Greetings fellow voidfarers,
I've decided it's time to take the plunge and try my hand at DMing a game of Rogue Trader. I've not done any DM work before, so initially things will be very much "by-the-book". This will be play by post right here, with invisible castle used for rolls.
I'm looking for 4 or 5 players, including exactly 1 Rogue Trader, to form part of an as yet unnamed dynasty. Well respected, the dynasty has granted the group the resources required to begin operations in the Koronus Expanse. Expeditions had been undertaken in the past, but this is the first genuine attempt to gain a foothold and business in the Expanse.
So as stated, 4 or 5 player characters ideally including 1 Rogue Trader. If there are multiple people who want the trader position some way of working out who gets the job will be arranged. We will roll for characteristics. You can have 1 "free" (not adjacent to the preceding square) square on the Origin Path. You will need the book, this can get complicated. Make sure you check the errata as well, there aren't many changes that will be relevant but they do exist.
I will design the ship, but welcome suggestions on the kind of ship the group wants. Each character may use their single free acquisition to acquire a ship component worth 1 ship point, but we won't be combining multiple characters acquisitions to get a more expensive piece.
So time to get designing. I intend to cut off the applications Sunday night, but if things are moving slowly I may extend that. By then I'm looking for a character sheet and rough background I can work from.
So, I look forward to this outing, and hope that my first try at being in charge works out well.
EDIT: Game is underway. Thread can be found here:
http://forums.penny-arcade.com/showthread.php?t=117456
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
Posts
If I rolled an RT I'd be Ex Imperial Navy. A hotshot torpedo ship captain who upstaged an admiral in a crucial battle, and then was "honored" with a warrant of trade and has since become a mercenary type. No ancient lineage, no established network of trade and power, just a hero pushed aside by politics who is getting tired of taking jobs to pay the bills.
Hmmm... I'm liking this idea.
I'll roll it out tonight. And if it doesn't fit with your story plans Chrysis then I'll just roll bolter crazed Arch Militant.
Seriously, anything but Seneshal and Explorator.
Rolls
mmmh. Nice stats for Voidmaster. I'll be working on that.
I think I'm going to make a Senechal.
Did you guys know Voidmasters can't use basic guns ? It's annoying.
The book does give you 1 re-roll.
Alright, I can deal with low Perception.
Edit...
I'm already starting to put together my trader's back story in my head. Chrysis, if a navy captain doesn't jive with you let me know.
Two fleets of giants, warships, approach for the dance. On the Admiral _____ stands on the bridge of the ______, proudly staring down the largest of the wretched traitor cruisers as it approaches. The force before him cannot possibly defeat the Emperor's host yet they will still try and the victory will be glorious. But suddenly the archenemy's flagship bursts into flames...
"What's happening!? I gave no orders to fire!"
"I... I don't know sir, she's coming apart from inside!"
"ADMIRAL, ONE OF OURS, COMING OUT OF HER PLASMA TAIL!"
"(static) torpedos, heretic scum! For the Emperor!"
The admiral's face goes red. THAT. ... that ... THAT WAS MY VICTORY!
The first one is the starting wound bonus and the second is for Fate Points under Imperial World. The third one is for the Corruption Points for Vaunted. The fourth is for Insanity Points for Dark Voyage. The fifth is for the Heirloom Item for Pride.
And I'll be rolling Seneshal.
LATE EDIT: Damn it. I didn't know what you meant by "invisible castle used for rolls" until now. I'll keep rolling to there from here on out.
The reason I wanted a RT specifically is that there's a lot of emphasis on the trader going out and doing things personally, which would mean either a DMPC which no one wants or reworking things considerably. Looks like Largo is getting pretty keen so that's good.
Rogue Trader
Stats Roll
http://invisiblecastle.com/roller/view/2481142/
Reroll Int - Result 9
http://invisiblecastle.com/roller/view/2481143/
WS 41 = 16 + 25
BS 36 = 11 + 25
S 34 = 9 + 25
T 35 = 13 + 25 - 3 (Savant)
Agi 36 = 11 + 25
Int 37 = 9 + 25 + 3 (Savant)
Per 34 = 9 + 25
Wil 35 = 7 + 25 + 3 (Imperial)
Fel 40 = 15 + 25
Homeworld - Imperial World
-5 Forbidden Lore Tests
Birthright: Savant
Lure of the Void: Chosen by Destiny - Xenophile
+10 Fellowship when dealing with Aliens
-5 Willpower against Alien Artifacts and Alien Psychic Powers
Trials and Travails: The Hand of War
Won't work with Chaos
Motivation: Prestige
Untrained Basic Skills
Common Lore - Imperial Creed, Imperium, War (Int)
Trained Skills
Command (Fel)
Commerce (Fel
Charm (Fel) (+10 from Talented)
Common Lore - Imperium (Int)
Evaluate (Int)
Literacy (Int)
Scholastic Lore - Astromancy (Int)
Speak Language - High/Low Gothic (Int)
Dodge (Agi) (Character Advance)
Awareness (Per) (Character Advance)
Pilot - Space Craft (Agi) (Character Advance)
Talents
Air of Authority
Pistol Weapons Training - Universal
Melee Weapons Training - Universal
Basic Weapons Training - Universal (Hand of War)
Talented - Charm (Prestige)
Peer - Academic (Savant)
Renowned Warrant (Character Advance)
Hatred - Chaos Worshipers (Hand of War)
Gear
Best.C Storm Trooper Carapace
Best.C Laspistol
Best.C Mono-sword
Common.C Power Maul disguised as a Lord Captain's Baton (starting acquisition)
Micro-bead, void suit, set of fine clothes, xenopelt cloak
Wounds = 10
http://invisiblecastle.com/roller/view/2481182/
Fate = 3
http://invisiblecastle.com/roller/view/2481183/
Edit... Backstory.
Ordering his crew to begin a torturous regime of anti-radiation treatments and congregate in the most thickly armored sections of the ship when not making repairs, he pursued the attacking forces by following them in their ion trails for a week. Unbenownst to him, a superior Imperial Navy force had arrived and was close to intercepting the raiding fleet. Minutes before they would have engaged, Falk struck with deadly precision, annihilating the two largest chaos vessels with torpedoes from astern, and indirectly damaging several escorts.
The admiralty was simultaneously flabbergasted and infuriated at Falk's absurd accomplishment. Several quietly asked the Lord High Admiral of the Obscurus Segmentum to "reward" him with a Warrant of Trade... rather then see him be promoted for upstaging them.
Falk practically radiates confidence, but is neither a bragart nor a fool. During his posting at Port Wrath he was assigned to the Seedworld AFG-218 patrol several times, which has left him with considerable respect for the Eldar.
I guess I should start looking at designing an ex-navy ship for the group. Probably looking at a frigate of some sort.
Aye. I haven't spent those yet, we don't have a profit factor.
Smaller ships are great because you get a bigger profit factor and thus bigger starting acquisitions. Also, my backstory is up.
Fair 'nuff. I'm thinking of a custom piece. A lord captain's baton with a concealed common.c power maul built into it. That or something in the bolter category. I'll get a definite decision made tonight. My skill buys are going to be dependent on what Hermenegilde does with his Voidmaster special ability.
Readers, let's get some more candidates here, we don't bite chime in.
Because I can shoot, pilot and scan.
I'm guessing the Gunnery power is the strongest one, but anyone can shoot the guns. I'm pretty sure I'll be the only one with Scrutiny and, unless you take it, pilot.
Modifier of 0 is : Best Scarce item, Good Very Rare or Common Extremely Rare.
So yeah. Good power armor is possible.
I guess I'll definitely buy piloting to give us some flexibility. As to what you choose... do what makes you happy.
Path - Death world - Stubjack - Criminal (hunted) - hand of War (orks) - Fortune
Stats
BS 38 +5 +5(XP) =48
S 37 +5 =42
T 34 +5 =39
Agi 43 +5 (XP) =48
Int 33
Per 38 +3 =41
WP 38 -5 =33
Fel 38 -5 =33
Wounds 7
Fate 4
Insanity 2
Wounds/fate
Insanity
Skillz
Forbidden lore (xenos) INT
Navigation (Stellar) INT
Pilot (Spacecraft, fliers) AGI
Scholastic lore (astromancy) INT
Speak language (low gothic) INT
Awareness (XP) PER
Scrutiny (XP) PER
Dodge (XP) AGI
Survival (Death world)
Intimidate
Talents
Melee Weapon training (primitive)
Quick draw (stubjack)
Enemy (underworld) (criminal)
Weapon training (Heavy bolter) (hand of war)
Hatred (orks) (hand of war)
Pistol weapon training (universal)
Melee weapon training (universal)
Nerves of steel
Gear
Power sword
Guard flak armor AP4 (all)
Void suit
Micro-bead
Blessed ship token
Re-breather
beggar's cloak
pic-recorder
2 bottles of amasec
vox-caster
PURCHASE : Heavy bolter w/motion predictor and vox-activation
Special stuff
Survivor : +10 vs pinning and shock
Paranoid : -10 interaction in formal surroundings
Face of the enemy (Orks) : -10 fellowship tests with Orks, react violently when provoked
Backgorund
The errata changes power armour from Very to Extremely Rare, so while it's still possible to get common it's no longer possible to get good.
I had not predicted a Heavy Bolter being purchased though. I was initially worried that everyone would be taking extremely well made flash lights, but I guess that isn't a problem any more.
Only downside I can see is that Heavy Bolters are pretty damn Heavy. So you almost certainly would be encumbered lugging it around unless that's absolutely the only thing you're taking. And I don't think I'd recommend running around naked with a Heavy Bolter.
Penalties for Encumbered are: -10 to movement related tests, -1 to Agility Bonus for determining speed and initiative, and a toughness test after a number of hours not to get fatigued.
So as long as you don't mind moving a bit slower, dodging worse and having to take a break every 3 or so hours I think it's a good choice. Just try and get some suspensors for it at some point
EDIT: Right, ship is ready. Comments are appreciated.
Machine-spirit Oddity: Wrothful (In Combat: +1 Speed, +7 Manoeuvrability. Out of Combat: -1 Speed, -5 Manoeuvrability, -5 Detection)
Past History: Turbulent Past (-20 Social vs. Heretics, +20 Social vs. Imperial Navy)
Speed: 8
Manoeuvrability: +18
Detection: +12
Armour: 19
Void Shields: 1
Hull Integrity: 36
Space: 45 (Used 43)
Power: 45 (Used 43)
Turret Rating: 1
Weapon Capacity: Dorsal 2
Population: 100/100
Morale: 100/100
Essential Components:
Jovian Pattern Class 2 Plasma Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge (+10 Repair when undamaged), Vitae Pattern Life Sustainer, Voidsmen Quarters, Deep Void Augur Array (+10 Detection)
Supplemental Components:
Dorsal Mars Pattern Macrocannons (S: 3, Dam: 1d10+2, Crit: 5, Rng: 6)
Dorsal Sunsear Laser Battery (S: 4, Dam: 1d10+2, Crit: 4, Rng: 9)
Barracks (+20 Command in Boarding or Hit and Runs if occupied)
Munitorium (+1 Strength of Macrocannons)
This leaves 3 Ship Points, which if not spent get added to your initial Profit Factor which is currently 40.
Or a squad of ratling helpers.
Chrysis, just to clarify, my past ship in my backstory can be assumed to have been trashed/irradiated/otherwise removed from service for extensive repairs. I just wanted to create a backstory of accomplishing something ludicrous.
I've got my starting acquisition. I will go with my earlier proposal of a Lord Captain's baton with a concealed common power maul.
My advance purchases will be Pilot (Space Craft), Dodge, Awareness, and the Renowned Warrant talent (news of "that guy who took out a fleet with a Cobra" spread quickly; feel free to shoot this one down if you want but it's in my advances list). I'll update my previous post to reflect this info.
But your story does leave it with several decades of repair work to do, and while they probably would rather offload it on you as well I suspect they just want you out of sight now.
Looks good for advances, and the acquisition sounds appropriate. Looks like the captains good to go.
I am quite green to Rouge Trade and have only ever played Dark Heresy once. (I rolled a void born psyker and died quite horribly.)
If you have room I would be most appreciative to joining and if not, that is fine too.
If I were to roll for your campaign I was thinking void born, child of the creed, tainted, dark voyage, and vengeance (chaos).
Oh, and is Astropath taken?
Edit for rolls: +Forbidden Lore (warp)
roll for insanity: http://invisiblecastle.com/roller/view/2482893/ =19
Gear:
Best craftsmanship stub automatic
common craftsmanship shock staff
guard flak armour
charm
void suit
micro-bead
psy-focus
Cranial Armour (acquisition)
advances:
delude
compel
rite of sanctioning (mind warp)
Background:
Bought by Trader after short stint in the Imperial Navy turned sour during a defense of the Cadian sector resulted in the loss of command personnel but left Sarvus alive.
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WS: 39
BS: 38
S: 40
T: 38
Ag: 44
Int: 40
Per: 33
WP: 36
Fel: 39
Home World: Imperial
Birthright: Vaunted (+3 Fel)
Lure of the Void: Chosen by Destiny (Seeker of Truth [Enemy: Academics])
Trials and Travails: Dark Voyage (Resistance [Fear])
Motivation: Pride
Career: Seneshal
Starting Skill, Talents & Gear
Skills
Barter
Commerce
Common Lore (Underworld)
Deceive
Evaluate
Forbidden Lore (Archeotech)
Inquiry
Literacy
Speak Language (Low Gothic, Trader's Cant)
Talents
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)
Gear
common-Craftsmanship inferno pistol
common-Craftsmanship boltgun
Angevin Era Chainsword (Best-Craftsmanship chainsword)
Xeno-mesh armour
Autoquill
Dataslate
Micro-bead
Multikey
Two sets of robes
Synskin
Chrono
Cameleoline cloak
Initial Advances
Charm (Skill)
Dodge (Skill)
Security (Skill)
Unremarkable (Talent)
Still need to write something of a background.
Colt: Looks good, again don't forget the acquisition.
Things are coming together nicely. I was hoping someone would show up wanting to have a slightly more exotic occupation. So far we have a Trader, Void Master, Seneshal and Astropath lined up. Looking forward to seeing backstories and getting underway.
I'm looking to get the OP for the IC thread up in about 48 hours from the time of posting.
I guess I'll replace psychic scream with minds eye. That cool?
Also, Cranial Armour is listed as scarce with +0 modifier for acquisitions... so would that be acceptable? I'm sure I could work that in for the back story I'm kicking around.
Edit:
So I wrote out a nice long origin story but lost it to being auto logged out. Added a much shorter back story above.
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I can't speak for Chrysis since he's the gm and I'm not but he said 4-5 so yeah, should be room.
Still a bunch of good classes left too... militant, navigator, explorator, or hell even missionary. I might space you eventually but yeah it's still an available class.
I mean that I'd love to start with some bad-ass weapon equipment but am not sure how far the starting setup would get me.
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npc.EXE: Cranial armour is all good, seems to fit quite well.
On acquisitions: Basically there are three factors that affect the difficulty of acquisitions
- Scale: How many are you buying?
- Availability: How rare is the item in question?
- Quality: Finest craftsmanship or made by a blind hobo?
You add the total modifiers together, add the result to your profit factor and then try to roll under it when you make an acquisition.For your starting acquisition you'll probably only be buying for yourself, so your modifier for scale is +30. As your starting acquisition must have a modifier of +0 or easier (greater than 0) this leaves you a lot of room to play with. You could go for something common craftsmanship (+0) but extremely rare (-30). Or you could go for something of best craftsmanship (-30) but only scarce (+0). Or you could go somewhere in between. The explanation of the modifiers is on pg.272. You won't have to roll for your starting acquisition though, as long as you get the modifier at +0 or easier you pretty much get it automatically.
When determining the availability modifier for a compound object like Mikaela's Heavy Bolter with it's addons you take the hardest modifier of all the items, and then add 5 to the difficulty for each subsequent item. For example the Heavy Bolter and Motion Predictor are both Very Rare (-20), while the Vox Operated addon is Rare (-10). We take the hardest of these which is Very Rare at -20, and then make it 5 more difficult for the each of the other two items making the total modifier for availability -30.
Paranoia833: Sorry, but for my first attempt I'm think 5 is probably the most I can realistically run. I'll keep your interest in mind though, and if someone has to drop out we'll see about fitting you in.
Yeah, I totally paid for those with my 500xp. Like I said, super green for Trader. I'm not even sure how to buy WS/BS/etc using the xp I'm given or how much each upgrade costs.
I can just buy the abilities I originally wanted and update the post above again if that's easier.
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Just spend your 500XP ignoring buying any powers (unless you want to get more than 2) and then pick two, 200XP or less powers as your starting ones.
For increasing WS, etc, you want the table of Characteristic Advances (For you pg.49, more generally just after the list of starting skills, talents, etc). Each column represents a +5 increase to the relevant characteristic. So if you want +5 to your WS you'd pay 500XP (Simple), if you then wanted another +5 you'd pay another 750XP (Intermediate). The different classes have differing characteristic prices depending on which are theoretically most important.
What kind of modifications are you looking at? Just the standard weapons upgrades from pg.133? If you're looking to get a new pistol with modifications follow the Heavy Bolter example as previously (Availability modifier = modifier of rarest item + 5 for each additional item). If you mean giving it the "Customised" quality I really don't know, I haven't found anything in the book that talks about it. I'll have a think about how to work that one.