“As you know there are many treasures to be found in the Calixius Sector. Many fortunes to be won in the Koronus Expanse. Unbelievable wealth to be earned once one passes through the Maw. The catch is, you must survive.
Xeno and Daemons are a common threat, and are most certainly to be prepared for and to be taken seriously for sure. By the Emperor, you'd be a fraken fool not to know that. But they aren't the things that will take most of you down in the end. Oh no, I would face down an horde of Orks or fight off Ruinous Powers than face down just one of these foes. At least if you did your homework, you could predict what those bastards are doing. Not these beasts though. What is this foe to be most feared you ask? Your fellow man. Do not be deceived by them! Both the mightiest and cleverest; and the foolish and weakest of Traders have fallen to them. Nothing is deadlier than a Inquisitor or Planetary Governor with a grudge or agenda. Let alone a fellow Rogue Trader ”Homer Bethestha, Founder of the Rogue Trader Bethestha lineage.Rogue Trader: The Fools Gamble
All know who know of the Rogue Trader's, know of the Warrant of Trade, for it is that gives them a form of freedom all but unknown to any one else. It is what gives them a chance at an absurd amount of wealth. It allows them to visit worlds across the galaxy forbidden to most others. To interact with vile Xenos and their cultures in some capacity without being declared heretics. It gives them and only those select few a life of adventure.
They do not know the burden.
The power the Traders manage to wield with so little interference more often than not draws ire and envy in the eyes of many in the Administratum and suspicion in the Inquisition. The expectations forced upon to them are massive, and failure in their duty is unacceptable.
Even victory and success are bittersweet. Wealth and influence are more addicting than even the most powerful narractics, as Traders who fallen from grace can often tell you. Ambition turns to greed, patience becomes desperation, and boldness changes into blindness. Its is called pride before a fall.
But still the freedom, the power, the wealth, the fame....are desired greatly for a reason. Even if its a fool's gamble
The Game:
Rogue Trader is a great game, full of both adventure and peril. Nearly any style of game you want to be played can be accommodated. Want to lead an army to ursup an forest moon from a race of primitive lizard like Xeno? Go ahead! want political drama and proverbial (and literal) back stabbing in gold plated ballrooms and dining halls deciding the fate of a mining colony? No Prob! Want to explore ancient ruins, searching for Xeno artifacts? Easily done my friend! Want to be a pirate? Why just get your eye patch and parrot and we're all set to go.!
As such, while I do have a narrative lined up for this campaign, it will be mostly sandbox styled. I'll put up Star Maps and what not, and though GM fiat tell you about prospective objectives or missions or general “interesting” news that will decide what adventures you might want to take.
Given that this is will be a play by post, I've decided the prospective party size can be increased a tiny bit.
I'm looking for 5-7 players for this game, I'll except each of you to post at least once a week out of combat and 2-3 times a week while engaged in it (though I can take over in those circumstances.)
Also, sorry to the players who tried to joined with me last time. Computer troblues crippled any chance of my posting for a LONG time. Hence why I'm restarting this, the game didn't deserve the death it got.
Rules:
Standard Character Creation and Profit/ship generation.
I would like a short bio to go along with your Origin Path for some better plot hooks for your characters. This will come along way to getting you into the game if room seems to be filling up.
Be respectful to your fellow players. Nothing ruins a game more than two people in a party who are at each others throats out of character.
Use Invisible Castle or something similar for stats.
Posts
Nicest rolls ever !
And for some Fel : Fel reroll
I'll be working on a missionary.
Spreading the True Faith to the heathens.
Backstory coming later.
My first choice is Explorator, though most careers appeal to me.
Stat rolls:
Reroll Int:Reroll Int (2d10=19)
Quick Outline:
- -5WS
- +5Int
- Fit for Purpose: +3Toughness
- Stranger to the Cult: -10 to tests involving knowledge of the Imperial Creed, -5 to FS to Interact with Ecclesiarchy in formal settings
- Starting Wounds: 2*3 + 1d5 +1= 6+2+1 = 9
- Starting Fate Points: (1d10=5) 2
Skills:- Common Lore(Tech): untrained basic
- Common Lore(Machine Cult): untrained basic
Talents- Cost: 150xp
- +5BS
- -5FS
- Insanity: Insanity (1d10=8)
Talents:- Hatred(Orkz)
- Peer(Military)
[/LIST]- Hatred of the Enemy(Chaos Worshippers): -10FS to any interaction, WP Test to avoid violent reaction after any provocation.
Talents- Cost 250xp
- +3 to BS
- -3 to FS
Trained Skill:- Scholastic Lore (Tactica Imperialis)
Talent:Background
"War is brutal, and our enemies are countless. The only way to overcome our foes is to become stronger, faster, better. And nothing stops Humanity more then our flesh, our organs, our need for food and sleep, and our emotions. Rid yourself of those, embrace the Omnissiah, and we gain the strength to persevere until our victory is absolute. It is not a sacrifise, it a blessing and an honour to be part of the advancement of Humanity"
Dalaan Merzwacher was born on the Forge World Idumia, in the Hazeroth sub-sector of the Calaxis Sector. The Tech-Priests were quick to recognize the remarkable hand-eye coordination as well as his above average aptitude for logic, and he was sanctioned to be trained withing the Adeptus Mechanus. For a decade he was a member of the Skitarii, and fought in a crusade against the Orkz alongside Imperial Guard. He impressed his superiors, and the Tech-Priest Jax Alsnu, member of a Survey Team, saw a potential recruit in Dalaan. Given the task of bodyguard they scoured Dead worlds in the Calixis Sector for Archeotech, or even Xenostech, but often they found war instead of artefacts.
Three years ago, hunting down a rumour of a lost Temple to the Omnissiah on a nameless Dead World, the Survey Team was ambushed by Chaos worshippers. Over half the team was lost, including Dalaan's mentor Jax. Eventually the survivors were able to rid the world of the Heretiks, but the Machine Cult was unwilling to divert resources to restoring the team. And so Dalaan took the lonely path within the Adeptus Mechanus, the path of the Explorator, to be able to explore the Koronus Expanse, because humanity needs every piece of equipment it can salvage if it is to survive.
I as well would like to know about whether 'Into the Storm' is a viable option, and if so, what your thoughts would be for... a sanctioned Ork Freeboota? Totally cool if that's not an option; I'd be more than willing to fill whatever role the group needed (Seneschal, Astropath, Rogue Trader, etc...).
Stats are here, with the reroll coming up snakeyes.
EDIT: Also, how shall we determine the starting Ship Points/Profit Factor? And constructing the ship, for that matter?
2011 PAX Warmachine/Hordes Champion
Having an Ork aboard would certainly account for a lot of roleplay, just don't expect my wartorn tech-priest to ever be nice to you. I somewhat look forward to that
I would ahve to get the book out and review but I might be interested in a Tech Adept
I called dibs on the Tech Adept though (Explorator), though I could also look into an Astropath. Building characters is fun.
Hey, who needs friends when yous da Biggest in da room ? 'Course, you'd be the one constantly un-jamming my Shoota so I could give some more Dakka, so I think we'd get along just fine.
Any word yet on whether 'Into the Storm' is even an option?
2011 PAX Warmachine/Hordes Champion
Seneschal:
WS - 27 = 32 - 5 (HW)
BS - 37
St - 33
To - 36
Ag - 37
Int - 58 = 42 + 5 (Adv) + 5 (HW) + 3 (BR) + 3 (LotV)
Perc - 40 [35 + 5 (Adv)]
Will - 31 [34 - 3 (LotV)]
Fel - 49 [41 + 5 (Adv) + 3 (FfP)]
Forge World
Birthright: Scapegrace
Lure of the Void: Renegade, Free Thinker
Trials and Travails: Dark Voyage
Motivation: Prestige
Extra Basic Skills: Common Lore (Tech) (Int), Common Lore (Machine Cult) (Int)
Starting Skills: Awareness (Per (XP)), Barter (Fel), Commerce (Fel), Common Lore (Underworld) (Int), Deceive (Fel), Disguise (Fel (XP)), Evaluate (Int), Forbidden Lore (Archeotech) (Int), Inquiry (Fel), Literacy (Int), Sleight of Hand (Ag (BR)), Speak Language (Low Gothic, Trader’s Cant) (Int).
Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Technical Knock (Forge World Talent), Enemy (Ecclesiarchy (LotV)), Whispers (Motivation), Resistance (Fear (T&T))
Seneschal Special Ability - Seeker of Lore: The Seneschal may spend a Fate Point to automatically succeed at any Ciphers, Lore, or Logic Test. Doing so means that the Test is resolved in the minimum time required. In addition, the Seneschal adds one bonus Degree of Success to any successful Commerce, Inquiry, or Evaluate Test.
Stranger to the Cult: –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.
Starting Wounds: 10
Starting Fate Points: 2
Starting Gear: Inferno pistol, Boltgun. Xeno-mesh armour. Autoquill, dataslate, micro-bead, multikey, two sets of robes, synskin, chrono, cameleoline cloak, Good-Craftsmanship Stormtrooper Carapace (Free Acquisition).
Corruption Points: 3 (Birthright)
Insanity Points: 5 (T&T)
XP Purchases (500XP Total to Spend):
Fellowship Advance - 100
Int Advance - 100
Per Advance - 100
Awareness - 100
Disguise - 100
2011 PAX Warmachine/Hordes Champion
Edit: Here's my profile to start (looks like there's room enough).
Starting Characteristics: WS 34, BS 31. S 31, T 34, Ag 34, Int 44, Per 35, WP 43, Fel 39
Home World: Deathworld
Characteristic Modifiers: +5 S, +5 T, -5 WP, -5 Fel
Starting skills: Survival
Hardened: Gained the Jaded talent
If it bleeds, I can kill it: Gained melee weapon training (primitive) talent
Paranoid: -10 penalty to all interaction Skill Tests made in formal surroundings
Survivor: +10 bonus to any pinning or shock tests
Starting Wounds: Double Toughness bonus + 1d5+2 (10)
Starting Fate: 3
Birthright: Scavanger
Resistance (Fear Talent)
+3 bonus to Agility
4 corruption points
Lure of the Void: Tainted
Deviant Philosophy: +3 WP and Enemy (Ecclesiarchy) Talent
Trials and Travails: The Hand of War
The Ashes of War: Heavy Weapon Training (Melta) and Hatred (Chaos worshippers)
The Face of the Enemy: -10 to Fel tests in dealing with Chaos worshippers (also must take a WP test to avoid reacting violently towards the at the slightest provocation).
Motivation: Fortune
+1 Fate point (for a total of 4 now)
Career: Arch-Militant
Starting Skills: Common Lore (War) (Int), Dodge (Ag), Intimidate (S), Scholastic Lore (Tactica Imperialis) (Int), Secret Tounge (Military) (Int), Speak Language (Low Gothic) (Int).
Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Thrown Weapon training (Universal), Sound Constitution.
Starting Gear: Good-Craftsmanship hellgun, one good-craftsmanship primitive melee weapon w/mono upgrade, Micro-bead, void suit, enforcer light carapace armor, bolt shell keepsake, medkit, manacles, and data-slate full of wanted bounties.
Special Talent: Weapon Master (Melee) (+10% bonus to hit, +2 to damage, +2 to initiative when using melee)
Profit Factor: 50
Ship Points: 40
Background:
Gant was born to one of the many techno-barbarian tribes roaming the face of his ruined home world. He speaks of its name to no one, but this was once a world of city-wide forges run by the Adepts of the Machine God. A great Forge World, totally geared towards the production of war materials for the Imperium's armies in the Calixis sector. Thousands of years ago the planet fell into civil war within the Mechanicus as cultists of the Dark Adeptus rose up and plunged the world into darkness. Demon engines warred with Titans and swarms of sentient AI battled the regiments of Skitarri loyal to the Preisthood of Mars. When all was said and done, both factions had destroyed each other and no one was victorious. The world was a ruin of its former self, the population decimated, feral AI running amok and preying on the remaining humans, the great Forge World had become a Death World. Born into a tribe of some of the remaining humans of his world, Gant's people had taken refuge in an old Bolter shell factory for generations, that is until his tribe was massacred by descendants of the Dark Adeptus factions and he was taken into slavery. Sold into the service of a rouge merchant, dealing in slave labor from feral worlds, Gant bided his time and jumped ship at the first port they stopped at, Port Wander. Here Gant sold his services as a hired fighter to any merchant, trader, or crime-lord who would have him. Over the years Gant has become a near peerless warrior in the Koronus Expanse, learning everything he could from former members of the Imperial Guard, to famous Pit Fighters. It is his ultimate goal to earn enough wealth of his own to raise an army and take them back to the world only he knows the name of, and reconquer it in an effort to change the status quo of his people there. For this he seeks a benefactor who can provide him with a Writ of Reclamation, which will give him the resources he needs to do this. For this he is willing to do absolutely anything in order to attain it, and many have died who have stood in his way.
Personality
She was born into the great Redbrook family, given splendid scholastic schooling and was preparing to rocket up through the ranks of the Ecclesiarchy in order to reach a position of power denied to her in the family (Due to being the seventh born of the fifth born of the current head of the family. And female.) when great-uncle Reronicus had the splendidly timely good sense to die in battle and leave the family Warrant unattended. She'd rather liked the old guy but his death was a delight to her for there was very little doubt who the Warrant would fall to. Her grandfather barely took the time to reflect upon the choice before remitting it to her care, along with a fine ship and the might and prestige of the Redbrooke empire. Of course, out there in the expanse, there will be much less rules preventing her enemies from harming her directly. But then, there will be nothing protecting them, either.
WS 47
BS 38
S 41
T 33
Ag 39
Int 42
Per 35
WP 34
Fel 59
Terrible rolls !
Wounds 7
Fate 2
Insanity 4
Charm (Fel)
Commerce (Fel)
Dodge (Ag)
Evaluate (Int)
Common Lore (Imperium)
Scholastic Lore (astromancy)
Logic (Int)
Speak language (High Gothic, Low Gothic) (Int)
Melee Weapon Training (Universal)
Renowned Warrant
Air of Authority
Peer (Mercantile, Nobility, Government, Academics)
Resistance (fear)
VENDETTA :
Power sword
Best Crafstmanship Laspistol
Void Suit
Fine clothing
Micro bead
Xeno-pelt cloak
Savant (+3 fel)
Zealot (Favoured of the Faithful)
Dark Voyage (Resisatnce (fear))
Prestige (Peer Government)
100 Simple Fel (+5)
100 Simple WS (+5)
100 Dodge
Remaining XP 0/5000
Susan's Ork
WS - 47 (25+17+5)
BS - 22 (10+12)
St - 52 (30+14+5+3)
To - 52 (30+17+5)
Ag - 34 (20+14)
Int - 24 (15+9)
Perc - 32 (20+12)
Will - 29 (20+9)
Fel - 24 (15+9)
'Ard: Gain Unnatural Toughness (x2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. Medicae Tests to treat Ork Wounds gain +20%.
Made Fer Fightin': Gain Furious Assault and Xenos Weapon Training (Ork) Talents.
Make it Work: Ork Weapons are not Unreliable when used by Orks.
Might Makes Right: Against Orks, other Orks may use Intimidate in place of the Command Skill.
Mob Rule: For every Ork within 10m, gain a +10 Will Bonus to resist Fear/Pinning
Goff Klan: +3 Str
Orky Know-Wotz - Driver: Gain Drive (Ground Vehicle) or Pilot (Flyer or Space Craft) as a Trained Skill
Starting Skills: Awareness (Per), Barter (Fel), Carouse (T), Common Lore (Orks), Common Lore (War), Drive (Ground Vehicle), Intimidate (Str), Speak Language (Ork), Speak Language (Low Gothic)
Starting Talents: Iron Jaw, True Grit, Furious Assault, Xenos Weapon Training (Ork), Basic Weapon Training (Primitive, SP), Melee Weapon Training (Universal), Peer (Goff Klan), Pistol Weapon Training (Primitive, SP), Sound Con (x1)
Starting Traits: Unnatural Toughness (x2), Sturdy
Starting Wounds: 17
Starting Fate Points: 1
Starting Gear: Shoota, Best-Quality Choppa with Spiky Bits, Ork Void Suit, Squig-hide Coat & Leggings, a foe's skull, 2 Teef, Good-Quality Power Axe
XP Purchases (500XP Total to Spend):
WS Adv - 100
St Adv - 100
T Adv - 100
Sound Constitution - 200
2011 PAX Warmachine/Hordes Champion
Explorator (Forge World/Stubjack/Crusade/Hand of War/Exhilaration)
Base Stats
Ballistic Skill 47
Strength: 32
Toughness: 41
Agility: 33
Intelligence: 54
Perception: 41
Willpower: 35
Fellowship: 24
Wounds: 9/9
Fate Points: 2/2
Corruption: 0
Insanity: 9
Armour: Head 5, Other 7
Talents / Traits
Basic Weapon Training(Universal)
Hatred(Chaos)
Hatred(Orks)
Heavy Weapons Training(Flame)
Logis Implant
Melee Weapon Training(Universal)
Nerves of Steel
Peer(Military)
Quick Draw
Technical Knock
Traits:
Stranger to the Cult
Hatred of the Enemy(Chaos)
Mechanus Implants
Skills
Barter(Fel) 12
Carouse(Toughness) 20
Charm(Fel) 12
Climb(Str) 16
Command(Fel) 12
Common Lore(Tech)(Int) 54
Common Lore (Machine Cult)(Int) 54
Concealment(Agi) 16
Contortionist(Agi) 16
Decieve(Fel) 12
Disguise(Fel) 12
Dodge(Agi) 16
Evaluate(Int) 27
Forbidden Lore(Archeotech)(Int) 54
Forbidden Lore(Adeptus Mechanus)(Int) 54
Gamble(Int) 27
Inquiry(Fel) 12
Intimidate(Str) 16
Literacy(Int) 54
Logic(Int) 54
Scholastic Lore(Tactica Imperialis)(Int) 54
Scrutiny(Per) 20
Search(Per) 20
Silent Move(Agi) 16
Speak Language(Explorator Binary(Int) 54
Speak Language(Low Gothic)(Int) 54
Speak Language(Techna-lingua)(Int) 54
Swim(Str) 16
Tech-Use(Int) 54
Trade(Technomat)(Int) 54
Equipment:
Good Power Axe Dam 1d10+7 Pen:7 Special: Power Field, Unbalanced
Armour: Enforcer Light Carapace
Implants: Subskin Armor, Mind Impulse Unit
Servo Skull(Built in Auspex)
Multikey, Void suit, Injector, Sacred unguents, Micro-bead, Combi-tool, Dataslate
XP
XP Spent: 5000
4500 Character Creation
150 Crusade: Call to War
250 Exhilaration: The Thrill of War
100 +5Int
I'm keeping track of this in a Google Doc, handy for updating (I could share it if anyone wishes).
Gant, Arch-Militant - Witch_Hunter_84
Autumn Victrix Anastasia Redbrook, Rogue Trader - Payot
Either a Seneschal or an Ork - Susan
Interesting... Potential fellow crew, what are your thoughts: Seneschal or Ork? I know I'd still need approval for an Ork anyway, but if people vote Seneschal I'd be happy to fill that role.
Also, it would appear that Witch_Hunter has rolled a 50 Profit/40 Ship. We going with this? It sounds perfectly fine to me, and hey, I love Raiders . Wanna start building the ship?
2011 PAX Warmachine/Hordes Champion
Rameriaz Holt, Astropath Trancendant
Stats:
WS 37
BS 35
S 33 (28)
T 32
A 35
I 37 (40)
P 34
W 38 (48) (100 exp)
F 36
Wounds:8
Fate: 4
Insainity: 5
Exp: used 5000
Astropath Trancendant
Charmed (fate point not spent on a 1d10 roll of natural 9)
Ill omened (-5 fellowship to non-void born humans)
Void Accustomed (immune to space sickness, zero and low gravity penalties ignored)
Jealous freedom(Violent reaction to imprisonment)
Pistol Weapon Training (Universal)
Heightened Senses (sounds)
Psy Rating 3
Skills:
Speak Language (Ship Dialect,High Gothic, Low Gothic)
Navigation (stellar) (Int) (untrained basic)
Pilot (spacecraft) (Agl) (untrained basic)
Slight of Hand
Wrangling
Common lore (Adeptus Arbites,Adeptus Astra Telepathica)
Awareness
Forbidden Lore(Psykers,Warp(100exp))
Invocation
Psyniscience
Scholastic Lore(Cryptology)
Literacy (100 exp)
Mutations:
Wyrdling: +1 psy rating,Telekinesis-Precision Telekinesis, Telekinetic Crush (200 exp)
Psionics:
Telepathy:Thought sending;Astral telepathy;Mind Probe; Inspire
Telekinesis:Mind over matter;Precision Telekinesis;Telekinetic Crush
Equipment:
Best craftsmanship laspistol, Best craftsmanship mono-sword, Guard flak armor, charm(mercy blade anointed with the waters of holy terra), voidsuit, microbead, psy-focus(velvet bag with the bone dust of executed psykers), Good quality plasma pistol (Ryza)
Well, first Undead_Unicorn gotta check back on the thread. But we now got 5 players and a decently balanced crew.
Starting Stats:
Stats: Behold my shitty rolls and woe!
Weapon Skill: 36 *14+25-3*
Ballistic Skill : 45 *15+25+5*
Strength: 33* 8+25*
Toughness: 35 *10+25*
Agility: 36 *11+25*
Intelligence: 33 * 8+25*
Perception: 32 *7+25*
Willpower: 46 *15+25+3+3*
Fellowship: 32 *7+25*
Wounds: 9 *8+1*
Fate Points: 4
Reroll: 8, eh at least it's better then the 6 I was rerolling....
Homeworld: Imperial World
Characteristic Modifier: +3 Willpower
Blessed Ignorance: -5 penalty on forbidden Lore(Int) Tests
Hagiography: Gain Common Lore(Imperial Creed)(Int), Common Lore(Imperium)(Int), and Common Lore(War)(Int) as untrained Basic Skills
Liturgical Familiarity: Gain Literacy(Int) and Speak Language(High Gothic)(Int) as untrained Basic Skills
Starting Wounds: Double TB+1d5
Starting Fate Points: 1-8 3, 9-10 4
Brightright:
Child of the Creed: Gain Unshakeable Faith Talent and bonus of +3 Willpower, suffer +3 Weapon Skill
Lure of the Void:
Duty Bound: Duty to the Throne: Gain +3 Willpower, the Armour of Contempt Talent. Suffer +10 penalty to Interaction Skill Tests when dealing with any source outside of the Imperium *Such as xenos, traitors, etc*
Trials and Travails:
Calamity:
Inured to Adversity: Gain the Light Sleep Talent, Hardy Talent
Echo of Hard Times: Reduce your groups starting Profit Factor by -1
Motivation:
Vengeance: Gain the Hatred(Mutants) Talent
Void-Master Special Ability:
Mastery of Gunnery: Reroll all failed tests with Shooting Actions aboard a starship
Skills:
Common Lore(Imperial Navy)(Int): Basic information about ranks, customs, uniforms, traditions, and famous officers and ships
Common Lore(War)(Int): Knowledge of great battles, commanders, hero, and stratagems
Dodge: Used as a reaction to nullify a hand-to-hand or ranged attack
Forbidden Lore(Xenos)(Int): Knowdge of minor and major alien species, their threat, and appearance
Navigation (Stellar)(Int): Used to navigate in space
Pilot (SpaceCraft)(Ag): Fly big ships
Pilot (Flyers)(Ag): Fly small ships
Scholastic Lore(Astromancy)(Int): A knowledge of stars, sigularities, and worlds around, along with understanding of how to use telescopes, astrolithic charts, and such
Speak Language(Low Gothic)(Int): Me talk good
Trade (Voidfarer): Used in day-to-day operation, logistics, and defense of starships
Count as Basic Skills:
Common Lore(Imperial Creed)(Int): Knowdge of rites, pratices, and personages of the Imperial Cult, festivals, and holidays, as long as I haven't drunk too much today
Common Lore(Imperium)(Int): I know about our own empire, kind
Literacy(Int): Mesa read
Speak Language(High Gothic)(Int): Me talk not as good
Talents:
Armour of Contempt Talent: Reduce gained corruption points by 1. On a successful Willpower test*free action*, ignore the effects of corruption points for 1 round
Hardy: Always heals as if lightly wounded
Hatred(Pirates): +10 to all WS test vs Pirates
Light Sleeper: Always assumed awake for the purposes of awareness tests or surpise
Meele Weapon Training (Universal): Proficent in all meele weapons
Nerves of Steel: May re-roll failed willpower tests to avoid/recover from pinning
Pistol Weapon Training (Universal): Proficent in all pistols
Sound Constitution: Gain a wound
Unshakeable Faith: May re-roll any failed willpower test to avoid the effects of fear
Equipment:
Power Sword: Damage 1d10+5 E, Pen 5, Special: Powerfield, Balanced
Bolt Pistol: Range 30m, RoF s/2, Damage: 1d10+5 X, Pen 4, Mag 8, Rld Full, Special: Tearing
Guard Flak Amour: 4 Ap, Whole Body
Acquistion:
Naval Pistol (Mars): Range 20m, RoF s/3, Damage 1d10+4 I, Pen 0, Mag 6, Rld Full, Special: Tearing, inscriped ship name is his old command, the Imperator Furiae
Misc:
MicroBead, blessed ship token, re-breather, Imperial Navy uniform, 2 bottles of amasec, vox-caster, Void Suit
XP Purchases (500XP Total to Spend):
Dodge - 100
WS Advance - 100
Sound Constitution - 200
Trade (Voidfarer) - 100
Background:
A naval officer to bone, he's spent the better part of the last decade plus working his way up the command ladder. Having clawed his way there tooth and nail, he is extremely proud of his accomplishments. Still, advancement through the Imperial Navy without noble blood or the money to equal it is a very slow process. He had barely worked his way onto a frigate's bridge crew after ten years in service.
It was then he got his moment to shine. His frigate, Imperator Furiae was on a detachment with a pair of fellow Sword-Class frigates of Battlefleet Calixis on a routine patrol. They engaged a band of pirates, and things seemed to be evenly matched, with imperial training and technology vs the pirates greater numbers of smaller faster ships. However, a gap in her void shields let a lucky shot get through and hit the bridge. Emergency bulkheads quickly closed down around the hole, but when Jaakko turned around, where the captain's throne once was was now nothing more a large carbon score in the deck plating. Working quickly, he assumed command and saved the ship, and detachment destroyed and scattered the pirate force.
After they returned to port for repairs and report their actions, several officers viewed his action as borderline treason. Technically they were correct in it was mutiny. He ignored the normal chain of succession, as there still were higher ranking officers alive on the ship when he took command. Since his actions had saved the ship, they weren't going to drum him out for it, but it was made clear any opportunities for advancement he had at that point dried up. He'd be lucky to be to command anything larger than a frigate.
So he left the service, with nothing more than his uniform and his prized pistol given to him by his old captain when he joined the bridge crew. As it turns out a man with an Imperial Naval education does not have a problem finding work in the corporate sector.
It says Sound Constitution (x2) as a Talent I can take. does that mean I can take it twice, like some classes in Dark Heresy, or that it counts as double, IE you can only take it once but get 2 wounds?
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
'Course, this is all dependent on Undead Unicorn checking back in...
2011 PAX Warmachine/Hordes Champion
I fully intend to write a character for this when I get home tonight.
If you haven't heard from me by the time Undead Unicorn starts the game up, consider my intent rescinded and continue without me.
2011 PAX Warmachine/Hordes Champion
To anyone considering to DM a RT game PbP: I'm pretty sure there are players out there
2011 PAX Warmachine/Hordes Champion
But still I think someone should just pick it up and run with it if he does not answer
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
EDIT: My recruitment thread is here: http://forums.penny-arcade.com/showthread.php?t=128621 . Feel free to port your characters directly over, or roll up new ones if you so choose. And please note my notes regarding Character Creation.
2011 PAX Warmachine/Hordes Champion