Rogue Trader: Of Bolters and Battleships
Game Type: Warhammer 40k Rogue Trader RPG
Submissions: Up to 2 per person. I don't need more than a few sentences or so of background and personality, but hey, if you want to write more, by all means. Integrating backgrounds with other party members is always encouraged.
Character Creation: Standard rules, and I have Dark Heresy and Into the Storm if you want to use them
. For Abilities, roll your scores on Invisible Castle and, if you're unhappy with them, switch to 100-point buy and buy away. Assume you roll Max for starting Fate Points, Wounds, and (if you have 'em) Insanity and Corruption.
Grammar: Strongly preferred.
Dice Rolling/Sheets: I am a fan of Invisible Castle for rollers, though if you know of other good ones, I always love to learn new things. Don’t know of any sheet hosting sites for Rogue Trader, so just Spoiler your pertinent stats here and they’ll get grouped up.
Story and Setting: This is up to you! Once people start submitting characters, I want a whole lot of cross-discussion about A) What kind of game people are looking for (political, combat, space opera, etc),
What kind of Endeavors you want to pursue, C) What kind of a Ship you want to build, D) Anything else you want me to know. You can check my Signature for other games I've GM'd to get a feel for my style; I try to be flexible.
Players: 5ish of all shapes and sizes, though I reserve the right to be foolish and go over this number.
Posting Schedule: I ain't gonna lie, there's probably gonna be times where I can't post for a couple days, and I know that real life happens to people too. I'll try to keep up at least 1 post per day when I'm able, though, and hope that I can keep my players enthusiastic enough throughout so they do the same. If you're gonna hit a rough spot (finals, big project, etc) and want someone to take over your guy for a few days, cool. And if you're in the game and need to drop for whatever reason, please do post a quick message either on the board or to my Inbox; it happens, it's alright, it was fun to game with you, just please let us know so we can move on and decide whether to bring someone else in.
Submission Cutoff and Game Starting Date: It is Wednesday the 22nd; please post that you're interested in gaming no later than Sunday, September 26th, 11:59pm PST. You'll have time after that to finish up and submit a character, with the game itself starting sometime the next week.
Combat Map: I'm going to have an optional shared map for this campaign, so players can move their characters if they choose and so that if I get busy or held up a kindly player can go in and remove dead bad guys and knock them around. I've found with past DMing experience that the Map is often the biggest headache as far as fights go (this has probably killed a couple games I've tried to run); my hope with this is that through group effort and willingness to cooperate the combats will proceed at a steady fast pace and won't get bogged down by players waiting for an update. We’ll use a Google Drawing Document, hosted by me and shared with the players that want it. The image on the site will automatically update as the core document is modified. It’s actually pretty cool once you try it.
Ask questions, spread ideas, and I look forward to gaming!
Posts
I must admit that combat does worry me a bit, but it did get me thinking: Since Iniative is pretty random in RT anyway (Being predominantly a diceroll) you could just give a 24h period / round to make a move, first come first serve. (Technically this is an advantage if you are behind your PC all day and spam refresh, but I don't think it's that much of a problem). At the end of the period (When the GM has time), you NPC move those that don't respond, and then do all the monsters at one go.
With ship combat, we could have assigned predefined roles (Gunner, Pilot(spacecraft), using command to give a bonus to guns etcet) that people default too if they don't respond within 24h.
I tend to use Initiative blocks in combat, so yeah, that's pretty much how it works out (though I do give a bit of time to players before I NPC them). Space Combat will likely have some people in standard roles, with the others running around and helping however they'd like.
2011 PAX Warmachine/Hordes Champion
I'll look into procuring the books and taking a peek and try to throw something together...i'd love to play a space game
The Core Rulebook is really all you need, though Into the Storm does add options.
Repost from the other thread, slightly cleaned up and adjusted to rules:
Dalaan Merzwacher
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: 12/12
Fate Points: 3/3
Corruption: 0
Insanity: 15
Armour: Head 5, Other 7
Light Power Armour: 7, Other 9
Autosanguine
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
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
Good Power Axe Dam 1d10+7 Pen:7 Special: Power Field, Unbalanced
Heavy Flamer with Nephium Fuel Tank Range 30m, Damage 2d10+6 E Pen: 4 Clip 10 Reload: 2 Full Special: -10 to agility test to avoid damage.
Armour: Enforcer Light Carapace
Armour: Light Power Armour
Implants: Subskin Armor, Mind Impulse Unit
Servo Skull(Built in Auspex)
Multikey, Void suit, Injector, Sacred unguents, Micro-bead, Combi-tool, Dataslate
XP Spent: 5000
4500 Character Creation
150 Crusade: Call to War
250 Exhilaration: The Thrill of War
100 +5 Int
5000
200 Talent: Autosanguine
100 Skill: Awareness
5300
Dalaan Merzwacher was selected, on both physical and mental merits, by the Adeptus Mechanus of his birthplanet Forgeworld Idumia (Hazeroth subsector, Calaxis Sector), as a member of the Skitarii, the Organisations own army. Sent to battle endless hordes of Orks on an infested Forgeworld, he grew to hate Xenos for it's apparent merryment in the destruction and "modification" of all manner of Imperial machinery, as well as the many human lives lost to the Green Tide. In the end, they evacuated a few scraps of the treasures, before the planet was Exterminated, and is now unlivable.
Any soldier that survives for so long attracts attention from his superiors, and a Tech-Priest named Jax Alsu recruited Dalaan for his Survey-Team, tasked with recovering Archeotech and sacred artefacts from the countless worlds torn apart by war. Starting out as little more then a bodyguard, Dalaan was slowly incorperated into the team, and gradually acquired many bits and pieces of knowledge and lore, as well as taking on some cybernetic upgrades to aid him in his task.
Disaster struck on a nameless dead world, where rumours of an ancient Temple to the Emperor not only attracted the survey team, but a Acolytes of Chaos as well, and the Tech Priests walked into an ambush. Half the team fell in the first 30 seconds including Jax, and only four lived to evacuate the planet. The Adeptus Mechanus did not see it fit to replace the team, but on his merits Dalaan Merzwacher was allowed to try and accompany Rogue Traders to continue his search for the hidden gifts of the Omnissiah.
Only thing I haven't done is pick a starting acquisition. Are there any limits on those?
Saul Del'Cruz
Arch Militant (Death World/Scavenger/Criminal/Hand Of War/Endurance)
Stats
BS 48
S 44
T 45
Ag 44
Int 37
Per 39
Wil 34
Fel 28
Wounds 17
Fate 2
Corruption 0
Insanity 3
Skills
Common Lore-War
Dodge
Intimidate
Scholastic Lore-Tactica Imperialis
Secret Tongue-Military
Speak Language-low Gothic
Survival
Talents
Resistance-Poisons
Resistance-Fear
Hvy. Weapon Training-Bolt
Hatred-Orks
Basic Wpn. Training-Universal
Pistol Wpn. Training-universal
Melee Wpn. Training-Universal
Thrown Wpn. Training-Universal
Sound Constitution
Quick Draw
Gear
Good Qlty Hellgun
Good Qlty Monosword
Micro-bead
Void Suit
Enforcer Light Carapace
Bolt Shell lucky charm
Medkit
Manacles
Arms Coffer
3 Hellgun Clips
3 Bolter clips
XP
200 Quickdraw
100 +5 BS
100 +5 Ag
Special
+10% to hit, +2 Damage, +2 Initiative using Bolt weapons
No limits other than the regular rules; pretty much anything that comes to +0 will be fine.
2011 PAX Warmachine/Hordes Champion
Also, do you want me to roll off for the Profit Factor/Ship Build Points, or would one of you care to?
EDIT: Rabid, what's your choice on your Weapon Master skill?
2011 PAX Warmachine/Hordes Champion
I'll have the sheet up when I'm off work tomorrow, just have to roll statistics and mutations, as well as pick my starting requisition.
Gregory Keldak
Battlefleet(Hive world) Stub-jack Renegade Press-Ganged Endurance Astropath Transcendent
Base stats:
Rerolling Willpower
[URL="tp://invisiblecastle.com/roller/view/2697400/"]Wounds, Fate, Insanity[/URL]
WS 43
BS 41 (46)
S 30
T 41
A 32
I 32
P 36 (39)
W 30 (40) Simple
F 36 (26)
Wounds:14
Fate:4
Insanity:11/100
Exp 5200 spent/ 0 remaining
Skills:
Forbidden lore (Psykers,Demonology)(Int)
Scholastic Lore(Cryptography,Legend,Occult)(Int)(100 exp)
Speak language(High gothic, Low gothic, Battlefleet War Cant(Battle cruiser The Valiant Prophet, Battlefleet obscurus))(Int)
Literacy(Int)(100 exp)
Pilot (spacecraft)(Agl)
Dodge(Agl)(200 exp)
Invocation(wil)
Psyniscience(pre)
Talents:
Pistol Weapons training(Universal)
Heightened senses (sound)
Psy rating 2
Quick Draw
Dark Soul
Officer on Deck (+5 to command tests on ship)
Void Accustomed(No penalties for low or zero gravity, no space sickness)
Ship bound fighter(While on a planet they suffer a -2 penalty to Initiative Tests and double the Ballistic Skill penalty for firing weapons at Long Rang or greater. These penalties don't apply to the character if they are inside a tunnel or other confined space.)
Telepathy - Astral telepathy,Mind Probe, Delude
Gear:
Background:
After attaining his rank however he was recruited by an inquisitor who sought to purge a newly found feudal world on the other side of the galaxy of any heresy. He spent a decade planet-bound in primitive surroundings. He was either kept in the gilded cage of the governors palace or taken on ruthless and dangerous witch hunts. Eventually a wide ranging and hidden demonic cult was discovered and purged, culminating in a battle between the inquisitor and a powerful demonic being.
Although he was cleared of any wrongdoing in the inquisitor's death and lauded a hero for actually facing the creature, his mission was deemed classified and the inquisition deny any involvement with him. He officially was simply a astropath assigned to a lesser planetary governor.
Given the relative freedom to bargain into a new position, he arranged a place on the rouge trader's vessel, seeking once again the vastness of space and the battle against the enemies of humanity.
Gregory has short cut natural red hair and a long thin face, dark complextion and short thin frame. He always wears a red blindfold to hide his eyes and prefers light jumpsuits for everyday wear. His speech is short and fast, often sounding flippant or rude.
In terms of the arch militant problem, you could switch to a missionary, void-master or even rogue trader but follow a similar story line, basically instead of using combat to achieve your ends you do so by faith in the emperor, skill with a starship or by becoming a leader and king among men. Also you get multiple submissions so go ahead and drop your arch militant and something else too. Nothing wrong with 2 arch militants really (as long as they have different skill sets I suppose).
I like exploration/trade empire building endavours myself. A large part of RT is having to play the well armed diplomat, the situation where you are both really powerful, but still kept in check by a huge force is what attracted me to the game. But a bit of dungeoncrawling is fun at times too, sometimes you just wanna shoot Orks.
Also, I have read all of the FFG adventures (Though I only paged through Lure of the Expanse ), and GM'd through 2 of them (The one in the Core Book, and the one in the GM kit), just in case you wanted to incorperate pieces of those.
Shiptype: If most players have ItS, I'd like to use the chart, perhaps with the rotation attached to it (Every player picks one step). I'm cool with just rolling too.
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 11
Fate 4
Insanity 5
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
Finished characters:
Autumn Victrix Anastasia Redbrook: Rogue Trader (Payot)
Gregory Keldak: Astropath Transcendant (Void Slayer)
Saul Del'Cruz: Arch-Militant (Rabid Redneck)
Dalaan Merzhwacher: Explorator (SanderJK)
Open Careers:
Senechal
Void Master
Missionary
Navigator
Xenos:
Ork Freebooter
Kroot Mercenary
Interested players:
Xagarath (Rogue Trader, books underway)
Moridin889 (Navigator, char nearly done)
GalagaGalaxian (Arch-Militant, Kroot)
Snowdown
I'm liking the Character Concepts so far; I'm cool with Xenos if y'all are, though don't think I won't have fun with that option :twisted: . And the best way to figure out Endeavours might be to do some light pre-game RPing, where everyone's character is sitting in a Boardroom and hashing out their thoughts with the help of an NPC Adept Administrator who's there to answer questions and fill in details (played by me, of course). Thoughts?
2011 PAX Warmachine/Hordes Champion
Starting Stats:
Image:
Weapon Skill: 36
Ballistic Skill : 45
Strength: 31
Toughness: 35
Agility: 45
Intelligence: 35
Perception: 35
Willpower: 51
Fellowship: 30
Wounds: 11
Fate Points: 4
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(Pirates) Talent
Void-Master Special Ability:
Mastery of Space: Reroll all failed tests with manoeuvre actions aboard a starship
Skills:
Awareness Per
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
Secret Tongue (Rogue Trader) Int
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, Primitive): 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 w/RDS: Range 30m, RoF s/2, Damage: 1d10+5 X, Pen 4, Mag 8, Rld Full, Special: Tearing
Good Quality Storm Trooper Carapace: 6 AP All, 7 vs first attack of the round
Advanced Helmet systems: Inbuilt Voxcaster, grants Heightened Senses Sight and Dark Sight
Acquistion:
Good Quality Storm Trooper Carapace: 6 AP All, 7 vs first attack of the round
Misc:
Guard Flak Armour, Advanced Helmet Systems, MicroBead, blessed ship token, re-breather, Imperial Navy uniform, 2 bottles of amasec, vox-caster, Void Suit
Good Quality Mind Impulse Unit: +10 bonus to communicate with machine spirits, Tech0Use. Pilot, Drive, Logic, Inquiry, and Ballistic Skill tests when interfaced with MIU systems. Can experience the senses of any familiar I control *such as a servo-skull* as if I were present
XP Purchases (800XP Spent - 5,300 Total Exp):
Dodge - 100
BS Advance - 100
Ag Advance - 100
Wil Advance - 100
Trade (Voidfarer) - 100
Awareness - 100
Secret Tongue Rogue Trader - 100
Melee Weapon Training Primitive - 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.
Reposting *with edited stats* my void master. Ship wise, using the Ship/Warrant Path lets us customize our ship better it seems, which seems like a better*and more fun* option, I have ItS so I'm good with it. If everyone doesn't, I'll type up and post the relative bits of ship making for them if we do this. As for endeavours, flying around space founding colonies/trade empires/artifact hunting sounds like a blast.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I'm currently working on a Navigator character, and I'm really loving how its turning out.
I've got a quick question though....(only have core rulebook).
One of the mutations I rolled as part of the Navigator's house is Natural Weapons.
Because of my path, I'm possibly gaining one weapon training talent of choice.
Coupled with the other two mutations, the character will have a 40+ strength (With 8 characteristic bonus)
and 40+ agility (with 8 characteristic bonus).
Does anyone know of any weapon type talents that would benefit a character with natural weapons and high scores in these? (or does unarmed warrior increase the damage from natural weapons?)
Yah, I know the stats and mutations make for an out of the ordinary navigator, but I think the character's going to turn out great...
Also going to make a missionary, probably sometime this weekend, for 2nd submission.
Also, with High Agility you might wanna look into a Bionic Heart. It gives you the Sprint trait, which greatly increases your overall mobility (Though not during a charge, can't win 'em all).
Background
While most Kroot mercenaries hire out as entire Kindreds, some can be found as solo individuals. This Kroot is one such individual. Its name unpronounceable outside of the Kroot's whistling and "clucking" language, it largely doesn't care what it is called, so long as it is given due respect. Most simply refer to it as "The Hunter", "The Stalker", or similar designations. Specializing in stealth and tracking, the Hunter has earned a minor reputation on footfall and several other worlds in the Expanse near the Calixis border as a skilled bounty hunter and sometimes assassin.
Taciturn and reserved, though not impolite and hostile, the Hunter rarely engages in lengthy conversation, except perhaps with those who have earned it's respect. However it often has unique insight on a given situation due to its non-Imperial origins, though such commentary is not always welcome. It also seems to posses a wry sense of humor, though it largely keeps to itself in this regard and could simply be misunderstanding of it's alien mentality.
Possessed of a strong, if unsual, sense of honor, the Hunter can be relied upon to be loyal and trustworthy to its employer, so long as it is treated with due respect and appropriately paid. In general, however, the Hunter seems to hire itself out less for monetary reward than the hunt itself. It relishes the opportunity to stalk strong opponents, and seems to see service with Rogue Traders and the like as an opportunity to get paid to do what it loves to do. Afterall, Rogue Traders are powerful individuals who rarely lead dull lives, have many enemies, and frequently face many dangers. It is almost certain that worthy prey can be found in the service of such individuals...
Stats
Skills, Talents & Traits
Equipment
Misc
Wounds: 18 (2xt +1d5 +5)
FP: 4
IP: 15
CP: 5
Stats: http://invisiblecastle.com/roller/view/2698043/
WS- 34
BS- 40 (45)
Str- 39 (34)
T- 40
Ag- 37
Int- 37
Per- 43 (48)
Wil- 43 (56)
Fel- 37 (32)
Origin Path
Voidborn: -5 str, +5 WP, Speak (Ship dialect)
Charmed: (on a 9, FP not spent)
Ill-omened: -5 FP tests for non-voidborn
Shipwise: Nav (stellar), Pilot(spacecraft) as basic
Void Accustomed: Immune to ship sickness, Zero G not DT
Stubjack: Quick Draw, +5 BS, -5 Fel, 1d5 IP
Dutybound: Duty to the Throne: +3 WP, also Armour of Contempt, -10 Interaction with non imperial sources
Dark Voyage: Forbidden Lore (Warp), 1d5 IP
Pride: Heirloom (Archaeo-tech Laspistol, best craftsmanship)
http://invisiblecastle.com/roller/view/2698071/
Navigator
Powers: Lidless Stare (adept*), Held in my Gaze (basic*), Cloud in the Warp* (Not yet acquired)
Renegade House: +1 Nav Power, pick 3 powers and gain +10 to all tests with selected powers and others -10 to save/resist
* = Selected with Renegade specialty
Unchecked Mutation: Start with 2 mutations, 1d5 IP, 1d5 CP
-10 to interact with Offical Imperials
Mutations: Bloated (+5 Wounds, adds Sturdy trait and cannot run), Pale and Hairless Flesh
Skills: (Not including those given by Origin path or purchased with experience) Common Lore (Navis Nobilite), Forbidden Lore (Navigators, Warp), Literacy, Navigation (Stellar, Warp), Psyniscience, Scholastic Lore (Astromancy), Speak Language (High, Low Gothic)
Talents: Navigator, Pistol training (Universal)
Equipment: Best hellpistol, Best metal staff, best-xeno mesh armour, Emperors Tarot deck, Silk Headscarf, Nobilite robes, charm, micro-bead
Experience: Awareness, Trade (Astrographer), Melee Weapon Training (Primitive), Willpower +5, Perception +5
Almost forgot.....
Background:
Vasily grew up in an environment of hatred. Hatred of the House that cast them down and continued to hunt them to this day, Hatred of the unclean they were accused to be, and Hatred of the powerlessness that his family now enjoyed. House Xanatov was not done yet, though. They had turned to gene-manipulation, knowing it was necessary to restore their house to it's former height. Vasily is one of a new generation of Navigator, abilities heightened and body twisted in order to serve the Throne. For even in their disgrace, House Xanatov looks to only the Emperor for guidance and protection.
Seeking his fortune among the distant stars, Vasily will reclaim his House's honor, letting no weakness of the mind or body stop him from such a feat.
Also, who said we needed social skills? I have mind probe and delude... lol wait...
In terms of the natural weapons, they count as primitive like other unarmed attacks so you would need the talents Unarmed warrior and unarmed master to remove that penalty and make yourself a deadly talon fighter. That would require an alternate advancement though, taken from the arch-militant line. It is still awesome though to have a weapon you cannot part with besides your warp eye (I choose psychic scream for that reason), I would take for your weapon training melee(universal) for a power weapon or Basic weapon training(Universal) for plasma guns, melta guns and so forth, or if you have such high strength you could go for heavy weapons, no one messes with a navigator carrying a lascannon . There is no unarmed weapon training though so you'll always attack with your high weapon skill.
Oh wait max wounds, fate and INSANITY? Woot I get to roll on the insanity table before we even start!
Editing character now.
Edit: Oh they did a poor job of this in the book but there are skills and talents in the rank 1 section you can not select a second time as you got them in your initial free skills, for a navigator selecting Navigation(warp) and Scholastic Lore (Astromancy) a second time doesn't actually do anything useful I think. The errata on FFG website says that explicitly (though they should have mentioned it somewhere in the book).
That is what I am led to believe by the skills section at least.
The skills are redundantly listed in the first rank for the purpose of Elite Advance purchase reference for other careers ("Well, it would've taken the Missionary XXX XP to pick up his starting ABC skill, so I'll let you buy it for XXX+200") or for if the character takes a background package that takes away one of his normal starting skills.
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:
Suspect the book won't be here before Tuesday, though.
There are "Nones" listed because the chart doesn't have the same amount of choices everywhere. This way every same number lines up vertically.
I didn't include the balance between SP and PF on purpose, because this way it's left open as a more of RP choice. All but 2 of these options are just balance choices between a lot of SP, and a lot of PF, apart from the RP hooks it gives.
The suggested method listed in the book is that each player takes a turn in choosing one option, and working down the chart.
ItS has a few extra ships and components too, which basicly widen the range of choices (Going from a 21pt Transport to a 62pt Cruiser)
There are also some buyable abilities instead of the random role on the complication table.
Warrant Age:
Fortune & Fate:
Acquisition:
Sanction:
Contacts:
Warrant Renown:
Autumn Victrix Anastasia Redbrook: Rogue Trader (Payot)
Gregory Keldak: Astropath Transcendant (Void Slayer)
Saul Del'Cruz: Arch-Militant (Rabid Redneck)
Dalaan Merzhwacher: Explorator (SanderJK)
Jaakko Saari: Void-Master (Fonder_Yards)
'The Hunter': Kroot (GalagaGalaxian)
Vasily Xanatov: Navigator (Moridin889)
Gant: Arch-Millitant (Witch_Hunter_84)
Additional Interested Players:
Xagarath (Rogue Trader/Social Character, books underway)
Snowdown (No Books)
Hmm... This is actually more interest than I had anticipated... I'm going to move up the date to state interest in playing in the game (*NOTE: that is State Interest, not Submit Characters. If you're on the list above, you're on the list.). Stay tuned for more information as I make it up...
2011 PAX Warmachine/Hordes Champion
You were born to a life aboard ship. Nothing stirs your blood more than sailing the voids or facing pirate ships with gun batteries locked. Yours is a tradition of bravery. honour, sacrifice, and adventure. The voids is where you truly feel alive. You have grown up within the confine of the Battlefleet and as such you are confident, arrogant, loud, and brash-- with the skills to back it up. You see yourself as a born leader and commander, and a Rogue Trader's ship offers both a desired challenge and a chance to write your legacy amongst the stars.
On the Origins Path chart, Battlefleet may be taken instead of Hive World.
Characteristic Modifiers: +5 Willpower; +3 Fellowship; -5 Perception
Starting Skills: Common Lore (Imperial Navy)(Int), and Speak Language (Battlefleet War Cant)(Int) as trained skills.
Officer on Deck: All Battlefleet characters gain a +5 bonus to all command tests while aboard any spacecraft.
Void-Born Ancestry: A Battlefleet character may choose Navigation (Atellar) or Pilot (Space Craft) as a trained skill. Those also gain Void Accustomed(Immune to space travel sickness, zero and low gravity environments are not considered difficult terrain)
Ship-Bound Fighter: While on a planet they suffer a -2 penalty to Initiative Tests and double the Ballistic Skill penalty for firing weapons at Long Rang or greater. These penalties don't apply to the character if they are inside a tunnel or other confined space.
Starting Wounds: Double Toughness Bonus and add 1d5
Starting Fate Points: Roll a d10, 1-6 3, 7-10 4.
For people with ItS, should we use ship roles? Also christ Moridin nice stat rolls.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
The conversation will revolve largely around Endeavors; players will make suggestions and ask questions, while the NPCs (me) will answer questions and possibly guide the conversation along constructive routes. I have no idea how well this will work *fingers crossed*.
As for the Ship, every time a player makes a contribution to the conversation, they will be allowed to make a suggestion along the Ship Building Path posted by Sander. This will be first-post first-choice; I'm hoping to avoid a group veto to a suggestion, but if there's a consensus, well, majority just might rule. Each Player will be able to make one choice along the path, and will be encouraged to post a brief blurb description of the context of said choice. Once the results are chosen, the resulting ship points and any extras will be posted, and then the group will create the Frigate of their dreams. Again, I have no idea how well this will work *fingers crossed*.
When you're making a Roleplaying post, be sure to separate it out from any other posting, for example:
A raspy pointed cough draws your attention away from your goblets of spiced wine to the head of the executive boardroom of Administrative Tower C29, on the highest levels of Port Wander Station upon the tip of the Koronus Expanse. An ancient civil servant stands before you all, his mechanical eyes slowly sweeping the room as his nearly transparent hands grip folders, datapads and dossiers tightly against his side. Seeing that he has your attention, the man speaks, his voice dusty and full of the promise of knowledge that you desperately need.
"Gentlemen, my Ladies, I am Seneschal Marcus Tybern of the House Tybern, assigned to the Lords of Port Wander and having served the Lord our Emperor for some 83 Years in my various postings. Through my time of service I have learned many things, not the least of which includes much of the known data of the layout and workings of the Koronos Expanse, gained through interactions with captains and crews of the far too few ships that have ventured into the Void and made it safely back home. It is for my knowledge that I have been invited today to speak before you today, and by the Grace of the Emperor I swear to give you all the information you will need to serve Him on your journey into that dark place where many brave men have met their fate."
The Seneschal places the folders and pads on the table, flipping open a dossier with shockingly nimble fingers. He scans the contents of the page as he speaks to you now, "So, you're packing long range Auspexes, quad-drill laser rigs, heavy lifters, lifesignal scanners... I can see you're planning on doing some searching out in the Expanse. For Treasure and Trade, I take it? Find some of our lost tech, study it, retrieve it, and maybe even find some of the Emperor's lost flock to bring back into the fold to spread His light and to make a fair bit of Profit on the side? You may speak freely in front of me; I've long held that Greed is one of Mankind's greatest enlightenments, though only when proper respect and tithes are paid to the Throne of course."
2011 PAX Warmachine/Hordes Champion
This is not the case for Corruption, those effects are permanent, and really should be rolled.
I rolled mine, presumably they happened during my Call to War (Which gave me 10 points)
Willpower v Insanity(10) (1d100=71) (Failed)
Mental Trauma (+10) (1d100=92):
Something spooked me so much I was fearful bordering on paranoid for a few days. (I'll think about a little background story later)