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Galactic Conflict & Historical Games ... => Warhammer 40k Discussion => Topic started by: Captain Dob Van Dwi on February 24, 2016, 10:17:05 PM
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...Again.
Right the last two rpgs I've started have flubbed before they even started. However it's a new year and it would be remiss of me to not try again. I still have faith in my players, for some reason :P.
So we are clear we can restart the only war rpg with new chars using our in house regiment (the 199th Brulian Besiegers) or do a Rogue Trader story line.
In that story line you would be the retinue/vasels of the Rogue Trader, "Lord Captain" Markus Hesarian. Hesarian is of course controlled by me.
I can build you some chars, or usr pre-builds with some name changes, to get started right away or you can ask to have them build to your liking.
Anyone interested?
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I'm interested. I've watched both your attempts and was excited to see how it went but alas, life happened. I've never played either before but between my roommate and I, I've got just about all the books for either.
I'm not fussy about either system. I lean a little towards rogue trader, but you've put a fair bit of work into the Only War one. I'll play either if you'd have me.
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Welcome gankom! I too am leaning towards Rogue Trader this time around, a Hostile Acquisitions style heist seem right up the WE players ally you know?
That being said, I still wish to give my players a choice as to what they like more.
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I'm interested, but how do you plan on keeping the focus this time? If I recall correctly, the last time we had 3 different threads... I'd be interested in RT game, even tough IG is closer to my heart. I'd also really like to avoid changing the system after a few sessions, something that happened last time, if I recall correctly.
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Both good points Xath. I think that the only war story was too open ended last time, with too many branching paths. The story could have gone in a total of 5 different ways, with one of them the being outright death & disgrace of the players.
Hence the reason that I wish to go with Rogue Trader. There is no uncertainty with being a vassal of a Rogue Trader, you are in for danger, intrigue and adventure in equal measure. Unlike the guardsman who my be killed at any moment by friend or foe, my be picked up the Inquisition or a Rouge Trader or even have to defy the imperium.
Again Rogue Trader seems our bet bet to keep interest and the story moving forward.
That's part of it. The other part is that I don't intend to waste time just on creation. I all ready have the Rouge Trader story roughly mapped ot in my head & the 199th is all ready to go so jumping in to one or the other will be simple.
Lastly This will become the OOC (Meaning: Out of Character) thread or be shut down in favor of the new OOC thread. All in all I rather intend to run this thing in the manner of hoe Rufas Runs his WHFRP thread.
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Then I'm in, but you've already begun to speak about creating another OOC thread, even tough this one is perfectly fine... ;)
I was thinking about playing an Enforcer/Bodyguard kinda guy. I like characters like that, he could be an ex-Guard.
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This will most likely be the ooc thread yes.
Lay your character on me xath, let me bathe in his or her millitant glory! :P
Now on too seriousness. The Arch Millitant is a pretty bad-ass class, some say over powered. Just thought I would let you know if you did not all ready. I have faith that you won't make him or her game breaking.
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This will most likely be the ooc thread yes.
Lay your character on me xath, let me bathe in his or her millitant glory! :P
Now on too seriousness. The Arch Millitant is a pretty bad-ass class, some say over powered. Just thought I would let you know if you did not all ready. I have faith that you won't make him or her game breaking.
I don't even know the classes from RT, I just wanted to play an ex-Guard dude. :biggriin:
I never make OP characters and actively discourage any players in my group, that want to make munchkins (or just drop the ceiling on their shitty, one note Mary Sues), so no worries. ;)
I'll have to think about the concept, and will post it here tommorow, most probably.
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I'm sure you can look up stuff to help you out.
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I will, but I hope that you'll be on station to support us with answers to any questions about the rules. ;) RT is similar to DH, and I know DH very well (running it right now), so there should not be any problems.
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Will do.
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I don't know the system at all so I'm happy too run whatever kind of character is needed or would be helpful. I usually like specialist/support types, and I've had a quick look at the different classes. I like the look of the explorator guy, but I don't know how useful he'd be to a party.
Any suggestions on what would be a good fit for your story line?
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Markus Hasarian, unlike most RTs, is more interested in pushing the boundaries of imperial space. He had the hardy blood of an adventurer, rather then the dusty sludge the fills a merchant prince/princess veins.
So yes an Explorator would be more than welcome on ship.
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Ha awesome. May the Emperor and omnissiah grant us the glory of finding a great trove of tech artifacts.
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For those of you who are wondering what Hasarian looks like, think a futuristic Varangian Guardsman.
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So I just got to Players? All right I can work with that.
Thoughts on what you would like your character to be like lads?
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Clearly we're just fighting off the hordes of people anxious to join.
I've been reading the sourcebook and enjoy the look of an explorator. Specializing in various tech, and with an interest in xeno tech in particular but not radical. More like just starting on the slope of know thy enemy.
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I'd like to be a well trained, deadly, stone-cold killer. No remorse, no pity, (almost) no fear. Fanatically loyal to my master. Sorta like Bane in Dark Knight Rises.
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@Gankom: I'll get a build ready for you soon.
@ Xath:
All right Xath, here is an extremely basic AM build. Let me know what you want changed. Note this is a slightly modded pre-build form in the first adventure PDF.
Player Name: Xath
Character Name: "Bane Guy"
Home World: ? (Imperial World)
Career Path: Arch-militant Rank- 1
Motivation: Vengeance
Quote: “The taste of battle is sweet upon my tongue. I desire far more. Wherever Master Hasarian sheds blood, I shall follow”
Description: As an Ex-Guardsmen (Regiment?), he is a well trained, deadly, stone-cold killer. No remorse, no pity, (& almost) no fear. Fanatically loyal to Hasarian.
Weapon Skill/ Ballistic Skill/ Strength/ Toughness/ Agility/ Intelligence/ Perception/ Will Power/ Fellowship
45 35 33 41 43 43 37 35 43
Skills:
Basic Skilled +10 +20
Awareness (Per) X X
Common Lore (Int)†
Imperium X X
War X X
Dodge (Ag) X X
Intimidate (S) X X X
Medicae (Int) X X
Scholastic Lore (Int)†
Tactica Imperialis X X
Search (Per) X X
TALENTS AND SPECIAL RULES-
Special Ability: "Bane Guy" possesses the Weapon Master special ability. With any Basic-class weapon (such as a Locke-pattern Boltgun), he gains a +10% bonus to hit, +2 to Damage (already added in), and +2 initiative.
Combat Formation: "Bane Guy" can direct comrades to be prepared for danger. Before rolling initiative, any group involving "Bane Guy" can choose to use his Intelligence Bonus (4) for all initiative rolls rather than their individual Agility bonuses. Remember that "Bane Guy" (and only "Bane Guy"!) gains a +2 bonus to him initiative when using (Basic Weapon) in combat.
WOUNDS
Total: 15
Current_______________
Fatigue_______________
FATE POINTS
Total: 3
Current_______________
MOVEMENT
Half Action: 4m Full Action: 8m
Charge: 12m Run: 24m
ARMOUR:
WEAPON:
Name:
Class:
Dmg:
Range:
Special Rules:
Gear: Micro-bead, void-breather, bolt shell keepsake, medikit, manacles, data-slate full of wanted bounties.
Writers note:
The three most important things to know about playing "Bane Guy" are:
• You are a master of close combat and excel at attacking with
your chosen weapon, (Name Weapon)
• You have the Medicae Skill and possess some talent and sewing
up wounds.
• You live for the thrill of battle and enjoy the hot-blooded rush
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I love it. I don't want to change anything, as the "Bane Guy" is simply awesome! :eusa_clap:
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He'll look even more awesome when he's tearing apart whatever gets in our way!
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@Xath: Any further thoughts on Bane Guy's name and fluff? That hill help me pick on the best background traits. Ie pick his origin story...
Also would you prefer two bolt pistols, hellgun or hunting rifle? Melee weapon, perhaps a warhammer or trouncheon?
@ Gankom:
Here's a basic Explorator Build a fella of dakadaka did: http://www.dakkadakka.com/dakkaforum/posts/list/280068.page
Hope that gives you a basic idea.
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Also note that I will post Hasarians stats soon.
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Hmm interesting. I'm leaning a bit more towards something more like a technician who knows how to handle a gun, rather then a gunslinger like that one's aiming for. It's interesting to see a more or less full sheet for an exploratory. I was looking the other day but couldn't find much surprisingly.
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I'll see what I can do Gankom. The Senechal may be a good choice as well you know.
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Yeah I was looking at that as well. Could be interesting being a bit more of a quartermaster/spy master type character.
Frankly I'm good with anything, especially because I havn't played before. In rogue trader would you say there's a good mix of combat and not combat stuff? Some games I've played the only real action is in combat or in brief chats with NPC's before more combat starts. I've generally preferred characters who do a bit more out of combat kind of stuff.
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I think so. The Heart of Rogue Trader, I think, in delving in too the heart of unexplored space, the adventure of it. Yes there is combat and intrigue and the like but just seeing what the frontier is like and is really appealing to me.
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Here is a basic senechal build Gankom.
Player Name: Gankom
Character Name: Desmond Pyke
Home World: Canadiana (Imperial World)
Career Path: Senechal -Rank 1
Motivation: Prestige
Description: Desmond Pyke hails from the Imperial world of Canadiana. A moderately advanced world far out on the frontier’s of space, there was nothing there of interest to keep Desmond interested in staying. The rulers of Canadiana had no interest in the outside universe, unlike Desmond. The very thought of worlds he hadn’t seen and technology almost like magic ignited a wanderlust in him. So one day he boarded one of the few ships leaving the system and never looked back.
Fascinated by the Xeno and their technology. Desmond believes the mankind is a god amongst the stars, but to truly defeat the alien horror they need to be studied. Know Thy Enemy. Desmond Pyke is a quiet but confident man, who views violence as a last resort. There is no bigger waste of potential then a dead man. Alive, even as an enemy, they have so much more potential for profit…
Desmond’s motto has always been Gold, God and Glory. Although he’s never particularly worried about what order to acquire them in.
A wonder with machines Desmond has always had a knack for dealing with the various tech he’s encountered. This has come in handy during his work as his Lord’s Seneschal. In order to get the maximum profit, it’s important to make sure a machine works, or at least doesn’t explode. This is how he came to join the Lord Hasarrian's crew. Desmond has already made several journeys into the void of space and was serving as the quartermaster of some two-bit voidship. It was while attempting to negotiate a better trading rate with Captain Hasarrian that he showed off his skills, hoping to impress the Captain. Instead of a better trading rate he got a job offer. It was much further down the ladder of command then seneschal, but Desmond Pyke is ambitious and it wasn’t long before he was working his way up.
Motivation: Desmond is motivated primarily by the thought of gold and glory. His greatest dream is to live on in the legends of the Imperium. He has no interest in being a general or war leader, but the thought of discovering some long lost technology or way to defeat Xeno technology fuels his passion.
Weapon /Skill Ballistic/ Skill Strength/ Toughness/ Agility/ Intelligence/ Perception/ Will Power/ Fellowship
37 39 34 31 36 46 38 48 47
Skills
Basic Skilled +10 +20
Awareness (Per) X X
Common Lore (Int)†
Imperium X X
Underworld X X
War X X
Deceive (Fel) X X
Dodge (Ag) X X
Logic (Int) X X
Scholastic Lore (Int)† X X
Bureaucracy X X
Legend X X
Search (Per) X X
Tech-Use (Int) X X
Talents and special abilities:
Special Ability: Desmond Pyke possesses the Seeker of Lore special ability. He may spend a Fate Point to automatically succeed at any Lore or
Logic Test in the minimum time required.
Accurate: Desmond's Best-Craftsmanship Hellpistol is an ancient weapon of precision designed to respond superbly in skilled hands. When he declares an Aim action with this weapon, he receives a +10 bonus to his next Ballistic Skill Test in addition to the normal bonus granted
by Aiming.
Talented (Tech-Use): Desmond has a knack for understanding and repairing mechanical items and unusual technological artefacts.
He gains a +10 bonus to all Tech-Use Skill Tests.
WOUNDS
Total: 12
Current_______________
Fatigue_______________
FATE POINTS
Total: 3
Current_______________
MOVEMENT
Half Action: 3m Full Action: 6m
Charge: 9m Run: 18m
ARMOUR
Xeno-mesh
Armour Points: 4
WEAPON
Name: Best-Craftsmanship Hellpistol
Class: Pistol
Damage: 1d10+4
Pen: 7
Range: 35m ROF: S/–/– Clip: 40 Reload: Full
Special Rules: Accurate
GEAR
Autoquill, dataslate, micro-bead, two sets of robes, chrono, 2 clips of hellpistol ammo, void-breather.
Writers Notes:
The three most important things to know about playing Desmond are:
• You are a living repository of knowledge and can call to mind obscure facts and legends in the blink of an eye.
• You can operate many tech-devices and commune with machinespirits.
• You desire to see your discoveries and writings come to fruition.
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Sounds like fun :)!
I went ahead and generated a Navigator, pretty much done aside from rolling the dice (stats, insanity and mutation, which I'll leave to Dwi to ensure fairness). I allocated the standard 500 starting XP, although from the other character's you've rolled up it seems you've spent more? If so, just let me know and I'll add whatever XP you set as the starting point.
Let me know whether you're ok with the character, and if so I'll start writing a little introduction for him!
Jace "Echo" Siegmund, Navigator
WS 2d10 + 17
BS: 2d10 + 25
S: 2d10 + 25
T: 2d10 + 25
Ag: 2d10 + 25
Int: 2d10 + 35
Per: 2d10 + 30
WP: 2d10 + 41
Fel: 2d10 + 25
Wounds: (2*TB) + (1d5+1)
Fate Points: Roll 1d10 (1-5: 2, 6-9: 3, 10: 4)
Insanity: 1d10 + 1d5
Corruption: 0
Skills
* Awareness
* Common Lore (Tech, Machine Cult, Navis Nobilite)
* Forbidden Lore (Navigators, Warp, Xenos)
* Literacy
* Navigation (Stellar, Warp)
* Psyniscience
* Scholastic Lore (Astromancy)
* Speak Language (High, Low)
* Trade (Astrographer)
Talents
* Navigator
* Pistol Weapon Training (Universal)
* Technical Knock
* Talented (Awareness)
* Talented (Navigation (Warp))
* Unshakeable Faith
Equipment
* Best-craftsmanship hellpistol
* Best-craftsmanship metal staff
* Best-craftsmanship Xeno-mesh armour
* Emperor's Tarot deck
* Silk headscarf
* Nobilite robes
* Charm
* Micro-bead
* Good-craftsmanship Almanac Astrae Divinitus (+10 to Navigation, Pilot, SL(Astromancy), Trade (Astrographer))
Mutations
1 Navigator Mutation
Navigator Powers
- Lidless Stare (Novice)
- Void Watcher (Novice)
List of XP Expenditures
500/500
- Intelligence (100)
- Perception (100)
- Willpower (100)
- Awareness (100)
- Trade (Astrographer) (100)
Special
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
Below is a list of how I ended up with the above, if you want to check whether everything's in order :).
Total from Origin Path and Navigator House
* -8 WS
* +5 Int
* +11 WP
* Skills: Common Lore (Tech, Machine Cult), Forbidden Lore (any)
* Talents: Technical Knock, Unshakeable Faith, Talented (any), Talented( Navigation (Warp))
* Insanity: 1d10 + 1d5
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
++ORIGIN PATH++
Homeworld: Forge World
* -5 WS
* +5 Int
* Basic untrained skill: Common Lore (Tech)
* Basic untrained skill: Common Lore (Machine Cult)
* Talent: Technical Knock
* +3 (any Characteristic)
* -10 (knowledge of Imperial Creed)
* -5 Fellowship when dealing formally with Ecclesiarchy
* Starting Wounds: (2*TB) + (1d5+1)
Birthright: Child of the Creed
* Talent: Unshakeable Faith
* +3 Willpower
* -3 WS
Lure: Zealot (Unnerving Clarity)
* +5 Willpower
* 1D10 Insanity OR -5 Fellowship
Trial: Dark Voyage
* Forbidden Lore (any)
* 1D5 Insanity
Motivation: Prestige
* Talented (any one) OR Peer (any one)
Career: Navigator
++Navigator House++
Nomadic house
* Talented( Navigation (Warp))
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
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Looks good sir!
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Seneschal looks good! I like that you worked in the tech obsession without him having to go full tech adept. I'll get working on a name and bit of background. Do I need to pick anything from the book like home world and motivation or should I leave that to you?
More players is always nice as well. We're going to be an interesting group with the Ex-guard, Seneschal and Navigator.
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@Gankom: Indeed I need three things. A name for your Home world, a name for your char& a basic background (ie why is he interested in zenos-tech, why join Hasarrian's crew, was he allready Hasarians Senechal etc)
@Xath: I need the same from you + what kind of weapons you want to use.
@DemonSlayer: I must say that your Nav is quite interesting. How are you going ti tie it all together? Speaking of which I need a basic background story. A short paragraph should do.
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I wrote this up quickly in between chores and work so it might be a bit disjointed.
Desmond Pyke hails from the Imperial world of Canadiana. A moderately advanced world far out on the frontier’s of space, there was nothing there of interest to keep Desmond interested in staying. The rulers of Canadiana had no interest in the outside universe, unlike Desmond. The very thought of worlds he hadn’t seen and technology almost like magic ignited a wanderlust in him. So one day he boarded one of the few ships leaving the system and never looked back.
Fascinated by the Xeno and their technology. Desmond believes the mankind is a god amongst the stars, but to truly defeat the alien horror they need to be studied. Know Thy Enemy. Desmond Pyke is a quiet but confident man, who views violence as a last resort. There is no bigger waste of potential then a dead man. Alive, even as an enemy, they have so much more potential for profit…
Desmond’s motto has always been Gold, God and Glory. Although he’s never particularly worried about what order to acquire them in.
A wonder with machines Desmond has always had a knack for dealing with the various tech he’s encountered. This has come in handy during his work as his Lord’s Seneschal. In order to get the maximum profit, it’s important to make sure a machine works, or at least doesn’t explode. This is how he came to join the Lord Hasarrian's crew. Desmond has already made several journeys into the void of space and was serving as the quartermaster of some two-bit voidship. It was while attempting to negotiate a better trading rate with Captain Hasarrian that he showed off his skills, hoping to impress the Captain. Instead of a better trading rate he got a job offer. It was much further down the ladder of command then seneschal, but Desmond Pyke is ambitious and it wasn’t long before he was working his way up.
Motivation: Desmond is motivated primarily by the thought of gold and glory. His greatest dream is to live on in the legends of the Imperium. He has no interest in being a general or war leader, but the thought of discovering some long lost technology or way to defeat Xeno technology fuels his passion.
Let me know if it works or if I should change some stuff.
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Canadiana eh? Dose he look like Sam Steel? :P
Sorry, Mountie joke.
Perhaps this will help you with what your going for, I added a Canadian bent to it as well: http://boringmordheimforum.forumieren.com/t7231-cantamatian-fluff
Perhaps hes from there?
Back on topic. You fluff looks pretty good.
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Lol I went with the name of my Imperial guard world I've been working on. Figured I could tie things together with my guard in their fluff as well.
Canadian patriotism at its best. Forget about big showy displays, we'll just work the name in there somewhere.
Sam Steel might be close, what about Dudley Dooright?
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Lol yes! He has a titanic chin and a kingly moustache! Perfect!
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I'll post my bio and gear list later today.
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Ok, mostly done with the background, I'll proofread and post it tomorrow :).
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All-righty then lads. I look forward to it.
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@Gankom: You will note that I have Desmonds Motivation as prestige. This means that he can have the tech use talent. That ok? I knoe Desmond is not really seeking to be exalted but...
Of course a change in the wording of your fluff can line it too.
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Absolutely okay with that. I noticed you had put prestige in after I wrote it and figured I'd reword stuff. I figure the prestige of being the 'discoverer' is what he's after, as opposed to becoming rich and famous.
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Great! Tthat means that Gankoms character is done!
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Well it's understandable. From what I get the seneschal is the one dealing with a large amount of the paper work. No wonder he gets done first.
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Also what are you guys looking for in our adventure? Heist, chaos & darkness...?
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Background time! Let me know if this is sufficient, or if you need anything extra.
Jace "Echo" Siegmund, Navigator
Jace "Echo" Siegmund is a scion of the nomadic Navigator House Siegmund, the seventeenth son to its Novator. As such he was deemed mostly superfluous by his family. Assured that Jace's elder siblings would provide the House with sufficient wealth, prestige and political leverage, the latest child of House Siegmund was intended mostly as an afterthought, an experiment with minimal investment and low expectations.
While visiting a Forge world, House Siegmund's Novator announced that Jace would remain behind, in the custody of the Fabricator-Locum. He wished to see what effect an early introduction to the secrets of technology and fabrication would have on a Navigator's later effectiveness aboard a starship. Ignoring the boy's protests, the Novator directed his fleet away from the planet, leaving Jace in the cold and uncaring hands of the Adeptus Mechanicus.
Jace hardened in the care of the tech priests. His contempt for his captors strengthened his will, his resentment towards the Omnissiah fed his love for the God-Emperor. While his daily interactions with technology gave him an insight into their function, Jace refused to learn the true secrets of technology. Instead, he focused on his innate abilities. For his third eye could see plainly the Astronomican, and its light comforted the young Navigator during his darkest hours.
His time watching the God-Emperor's beacon led to a fascination with far-away places, and a burning desire to submit others to the light which had been his crutch for years. His family's scorn only made Jace resolve to rise above their expectations, to see his star rise above his siblings' and, eventually, to supplant his father as Novator of the Hhouse.
Those ambitions would prove difficult to realize, however. After several years on the forge world, Jace was finally allowed to leave and ply his trade among the stars, far removed from both the tech-priests he resented and the family who scorned him. Yet he soon found that he lacked the required social skills to make his way in the galaxy; as part of a nomadic House, he had known only his family and its servants aboard the Siegmund fleet. Jace had never learned how to speak with outsiders, and his time among the tech priests had done nothing to improve his already lacking social acumen.
Even worse, members of the Ecclesiarchy were quick do dismiss Jace as soon as they learned of his reputation. While Jace's faith was strong, his knowledge of proper Imperial rites and prayers was lacking. His time among the Omnissiah's disciples had left something of a stigmata which caused the Ecclesiarchy's priests to view Jace with disdain. And because of this disdain, many upstanding citizens of the Imperium refused to deal with Jace, as they were unwilling to risk earning the Ecclesiarchy's ire.
Jace eventually decided to sign up for service aboard a Rogue Trader's vessel, hoping its captain's reputation would eventually wash away the stains his own past had left. As a Navigator, he was welcomed with open arms by many crews. Unfortunately, none of them could satisfy Jace's ambitions. There were only a handful of ships he stayed with longer than a year- some captains risked too little and subsequentially garnered too little glory, others risked too much and lost their careers, their ships, or even their lives to rivals and various xenos.
One particular case of a cold trade gone sour led to the Eldar wiping out the entire crew save Jace, hunting him through the forests for three days, and finally leaving him to die in the planet's jungles. When a band of smugglers finally found the Navigator four years later, he was half mad, and to this day he experiences vivid nightmares of his time in the untamed wilds. Ever since, Jace has come to appreciate life aboard thick-hulled spaceships, feeling somewhat uncomfortable under an open sky.
Despite his resentment for his time among the tech priests, Jace has become more like his cold, uncaring caretakers than he cares to admit. He too thinks in terms of logic, with a singleminded focus on fulfilling his ambitions in as efficient a way as possible. To him, emotional decisions are made by lesser men. Those with any design on power should stick to reason and logic, rather than allow themselves to be distracted by wants and desires. Protected by the Warrant of Trade he has no qualms about dealing with Xenos, although he still feels ill at ease in the presence of the Eldar.
Recently Jace has signed up with the crew of captain Hasarrian, hoping that this time he will be able to further his ambitions among the stars.
As for what I'm looking for, I suppose exploring new systems/ charting new routes would be interesting, although I'd be happy to go with anything :).
Also, did you roll up a ship already, or should we get started on doing that (and if so, are there any limitations)?
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I also like the idea of exploring new world's and looking for forgotten artifact. But I'm very happy to try and heist them from a rival as well.
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@Demonslayer: I can't help but feel that Jace's Father will show his face. Such an unorthodox experiment would no doubt draw the attention of Mars and certain Radical and Puritan Inquisitors.
Could be an interesting personal quest for your character.
Also, there are no ship restrictions. Would you like the honors DS?
@Gankom: All Righty.
@Everyone: Then the Adventure will be Lure of the Expanse.
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Btw DS, did you get my newest PM?
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I've come up with the following as a suggestion for a ship;
Sword-class frigate
Speed: 8
Manoeuvrability: +23
Detection: +13
Hull: 35
Armour: 19
Turret Rating: 2
Space: 40/40
SP: 55
Power: 44/45
Weapons
* Dorsal: Mars Pattern Macrocannons (4, 2, +1)
* Dorsal: Sunsear laser battery (6, 4, +1)
Essential Components
Plasma Drive: Jovian Class 2 (generates 45 power)
Warp Engine: Strelov 1 (10 power, 10 space)
Gellar Field: Warpsbane hull (1 power, 0 space, +2SP)
Void shields: Single (5 power, 1 space)
Bridge: Command Bridge (2 power, 1 space, +1SP)
Life Sustainer: Vitae pattern (4 power, 2 space)
Crew Quarters: Voidsmen (1 power, 3 space)
Augur Arrays: R-50 (4 power)
Supplemental Components
Augmented Retro-thrusters (3 power, 0 space, +2SP)
Armour plating (0 power, 1 space, +2SP)
Munitorium (2 power, 3 space, +2SP)
Observation Dome (0 power, 1 space, +1SP)
Trophy Room (1 power, 1 space, +1SP)
Temple-Shrine (1 power, 1 space, +1SP)
Bonus
* +25 for completing military objectives
* +100 for completing creed objectives
* +50 for completing trade objectives
* +150 for completing exploration objectives
* +50 for completing criminal objectives
Let me know what you guys think!
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I like it myself, but in all honesty with this being my first Rogue Trader game (Or even first time looking at the book) I'd probably like anything. Looks like it's set up good for exploration. Fairly fast, bonus's on exploration, etc.
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She Looks good DS. May I ask what her Oddities and Histories are?
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I'm leaving those up to you, since we need to roll for those, and all rolling is done by the GM ;).
Which reminds me, did you get around to rolling for my character's stats and mutation, or should I go ahead and do that?
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:Ohmy: I never even noticed! I'll get on that.
As for the ship I'll roll those soon.
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@Demonslayer: All right DS you have the "Eyes Dark as the Void" mutation. This grants you dark sight.
@Xath: I have given you two Bolt pistols and a falchion with the mono edge upgrade. This list ain't perfect but I'll fix it as we go along.
Player Name: Xath
Character Name: Icarus Bane
Home World: Prys' World (Imperial World)
Career Path: Arch-militant Rank- 1
Motivation: Vengeance
Quote: “The taste of battle is sweet upon my tongue. I desire far more. Wherever Master Hasarian sheds blood, I shall follow”
Description: As an Ex-Guardsmen of the Prys 152 Light Infantry, You are a well trained, deadly, stone-cold killer. No remorse, no pity, (& almost) no fear. Fanatically loyal to Hasarian.
After your friends were killed in a friendly fire incident, you were released from the Regiment to pursue them. The Honour of a Regiment of Prys is paramount above all else!
Using your blood thirsty nature and tracking skills, you have discovered the scum are hiding in the Kronus Expanse. You joined Hasarian's crew in the hope of finding them.
Also, back up never hurts!
Weapon Skill/ Ballistic Skill/ Strength/ Toughness/ Agility/ Intelligence/ Perception/ Will Power/ Fellowship
45 35 33 41 43 43 37 35 43
Skills:
Basic Skilled +10 +20
Awareness (Per) X X
Common Lore (Int)†
Imperium X X
War X X
Dodge (Ag) X X
Intimidate (S) X X X
Medicae (Int) X X
Scholastic Lore (Int)†
Tactica Imperialis X X
Search (Per) X X
TALENTS AND SPECIAL RULES-
Special Ability: Icarus possesses the Weapon Master special ability. With any Basic-class weapon (such as a Locke-pattern Boltgun), he gains a +10% bonus to hit, +2 to Damage (already added in), and +2 initiative.
Combat Formation: Icarus can direct comrades to be prepared for danger. Before rolling initiative, any group involving "Bane Guy" can choose to use his Intelligence Bonus (4) for all initiative rolls rather than their individual Agility bonuses. Remember that "Bane Guy" (and only "Bane Guy"!) gains a +2 bonus to him initiative when using (Basic Weapon) in combat.
WOUNDS
Total: 15
Current_______________
Fatigue_______________
FATE POINTS
Total: 3
Current_______________
MOVEMENT
Half Action: 4m Full Action: 8m
Charge: 12m Run: 24m
ARMOUR: Enforcer Light Crapace
Weapons: Two Bolt Pistols, Good-craftsmanship Falchion with monoedge
Gear: Micro-bead, void-breather, bolt shell keepsake, medikit, manacles, Arms Coffer
Writers note:
The three most important things to know about playing Icarus are:
• You are a master of close combat and excel at attacking with
your chosen weapon, (Name Weapon)
• You have the Medicae Skill and possess some talent and sewing
up wounds.
• You live for the thrill of battle and enjoy the hot-blooded rush
@ Everyone: Right, the ships O&H are- "A Nose for Trouble" & "Death Cult", If you would be so kind as to add this too the Ships list Demonslayer?
Right we are ready for play! I'll post the IC Thread soon.
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Well that should an interesting mix for the ship. Deathcult could lead to some fun roleplay, and nose for trouble some classic dwarf fortress style 'fun'.
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I love the name and the character. Thanks for the help and I can't wait to start playing with you guys. :)
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If you have my stats, could you post them? Otherwise I won't know what I'm doing :P!
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Jace "Echo" Siegmund, Navigator
WS 33
BS: 37
S: 29
T: 34
Ag: 28
Int: 39
Per: 40
WP: 57
Fel: 28
Wounds: 10
Fate Points: 3
Insanity: 2
Corruption: 0
Skills
* Awareness
* Common Lore (Tech, Machine Cult, Navis Nobilite)
* Forbidden Lore (Navigators, Warp, Xenos)
* Literacy
* Navigation (Stellar, Warp)
* Psyniscience
* Scholastic Lore (Astromancy)
* Speak Language (High, Low)
* Trade (Astrographer)
Talents
* Navigator
* Pistol Weapon Training (Universal)
* Technical Knock
* Talented (Awareness)
* Talented (Navigation (Warp))
* Unshakeable Faith
Equipment
* Best-craftsmanship hellpistol
* Best-craftsmanship metal staff
* Best-craftsmanship Xeno-mesh armour
* Emperor's Tarot deck
* Silk headscarf
* Nobilite robes
* Charm
* Micro-bead
* Good-craftsmanship Almanac Astrae Divinitus (+10 to Navigation, Pilot, SL(Astromancy), Trade (Astrographer))
Mutations
1 Navigator Mutation
Navigator Powers
- Lidless Stare (Novice)
- Void Watcher (Novice)
List of XP Expenditures
500/500
- Intelligence (100)
- Perception (100)
- Willpower (100)
- Awareness (100)
- Trade (Astrographer) (100)
Special
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
Below is a list of how I ended up with the above, if you want to check whether everything's in order .
Total from Origin Path and Navigator House
* -8 WS
* +5 Int
* +11 WP
* Skills: Common Lore (Tech, Machine Cult), Forbidden Lore (any)
* Talents: Technical Knock, Unshakeable Faith, Talented (any), Talented( Navigation (Warp))
* Insanity: 1d10 + 1d5
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
++ORIGIN PATH++
Homeworld: Forge World
* -5 WS
* +5 Int
* Basic untrained skill: Common Lore (Tech)
* Basic untrained skill: Common Lore (Machine Cult)
* Talent: Technical Knock
* +3 (any Characteristic)
* -10 (knowledge of Imperial Creed)
* -5 Fellowship when dealing formally with Ecclesiarchy
* Starting Wounds: (2*TB) + (1d5+1)
Birthright: Child of the Creed
* Talent: Unshakeable Faith
* +3 Willpower
* -3 WS
Lure: Zealot (Unnerving Clarity)
* +5 Willpower
* 1D10 Insanity OR -5 Fellowship
Trial: Dark Voyage
* Forbidden Lore (any)
* 1D5 Insanity
Motivation: Prestige
* Talented (any one) OR Peer (any one)
Career: Navigator
++Navigator House++
Nomadic house
* Talented( Navigation (Warp))
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet
Are these not them? There on page 2...
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That's my character sheet, yes, but you still need to roll 2d10 for each Characteristic (and 1d5 for wounds, 1d10 for fate, and 1d10+1d5 for insanity :).
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Stats updated there ds.
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Let me know if the pace of the story is going to slow, I can speed it up. These FFG stories are always slow to start.
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I don't mind a slow start, most game I play like this tend to be like that.
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I don't like rushing things. Story's good and I'm having fun. :-)
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Just a heads up; next week and the Monday after I have some vacation time planned. Will probably be around a regardess, except towards the end of the week (Wednesday-Friday). I'll let you know the exact dates when I have them :-).
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Note that I will be seeing the doctor tomorrow to get my ears cleaned out. So any replies will be late that day.
EDIT: Btw, is everyone ok with Hasarian's character, the way he acts etc?
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Good luck mate, nothing to worry about! I've had it done myself a couple of times now (either with water or suction) and it isn't really a big deal or anything :).
Interested to see what direction Hasarian is taking us in!
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In too the frying pan hopefully! :biggriin:
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Ha! I'm also gettin' my ears cleaned soon. No fuss there mate. ;)
Hassarian is good. A typical Rogue Trader and I like him for that. :eusa_clap:
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Got snowed in out here in the middle of nowhere. Updates will go on as normal until mid April when I'll go back in.
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Out of curiosity what's our profit factor like? I'm curious how well off our bossman is.
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Well here is Hasarians stats & Warrant
Hasarrian, Rogue Trader
WS: 36
BS: 43
S: 32
T: 31
Ag: 32
Int: 34
Per: 38
WP: 44
Fel: 50
Wounds: 12
Fate Points: 2
Insanity: 5
Corruption: 0
Skills
* Command XX
* Commerce XX
* Charm XX
* Common Lore (Imperium) XX
* Evaluate XX
* Literacy XX
* Pilot (space craft)
* Scholastic Lore (Astromancy)
* Speak Language (High, Low, Trader's Cant) XXX
Talents
* Peer (Nobility)
* Peer (Mercantile)
* Peer (Government)
* Air of Authority
* Pistol WT (universal)
* Melee Weapon Training (universal)
Equipment
* Common craftsmanship plasma pistol
* Common craftsmanship powersword
* Micro-bead
* Void suit
* set of fine clothing
* Xeno-pelt cloak
* Best-craftsmanship enforcer storm trooper carapace
List of XP Expenditures
500/500
- Fellowship (100)
- Pilot (space craft) (100)
- Speak Language (Trader's Cant) (100)
Special
* +10 Interaction skills when dealing with authority/formal
* +1 Profit Factor
* Has a rivalry/ enemy
* +10 on Fel tests when dealing with Xenos
* -5 WP against alien artefacts and alien psychic powers
++CHARACTER GENERATION++
Total from Origin Path
* Talents: Peer (Nobility), Peer (Mercantile), Peer (Any)
++ORIGIN PATH++
Homeworld: Noble Born
* -5 WP
* +5 Fel
* Basic Skills: Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int)
* +10 Interaction skills when dealing with authority/formal
* +1 Profit Factor
* Peer (Nobility), Peer (Mercantile)
* Has a rivalry/ enemy
Birthright: Vaunted
* Decadence Talent
* +3 Fel
* -3 Per
* 1d5 Corruption
Lure: Chosen by Destiny (Xenophile)
* +10 on Fel tests when dealing with Xenos
* -5 WP against alien artefacts and alien psychic powers
Trial: Darkness
* +6 to any Characteristic
* 1d5 Insanity
Motivation: Prestige
* Peer (any)
Warrant Power:
Warrant Age: The Forging
Fortune: Stable
Acquisition: Administratrum Trade Mandate
Sanction: Meritech Wars
Contact: Adeptus Mechanicus
Warrant Renown: Unknown
Ship Points: 56
Profit Factor: 36
The rogue trader's dynasty was founded during the Forging, a time of exploration and reconquest, in which the Hasarrian house supported countless efforts to regain what was lost during the Horus Heresy. Its mandate came directly from the Administratum, with the purpose of establishing new trade routes with systems far removed from Holy Terra. For this, the house is well respected among its peers, and has enjoyed great stability over the millenia, as it can call upon ancient pacts and allies in its time of need.
As a dynasty founded during an age of rediscovery, it is no surprise house Hasarrian has close ties with the Adeptus Mechanicus. Exchange of information concerning newly discovered systems allowed both parties to profit; the Explorator fleets passed on the location of systems interesting to the rogue traders, and vice versa. This partnership has continued to this day.
One would think such a prestigious house to have great renown, but in truth, the stability of the House allows it to play a fairly minor role in today's political arena. Where lesser Houses are quick to voice their opinions simply for the sake of being heard, house Hasarrian is secure in its position, and nominally tries to stay away from the upstarts trying to drown each other out. As a result, house Hasarrian is relatively unknown to outsiders, and even among some of the newer Rogue Trader dynasties.
Those who remember the Hasarrian dynasty, however, remember it first and foremost for its role in the Meritech Wars. During this time the house's fleet joined the military campaign aimed at the eradication of all life in the rebellious Merates Cluster. To this day, the ruthlessness with which the Harassian dynasty operated during that conflict gives pause to any would-be rivals.
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For those of you who are interested in the Meritech Wars...
THE MERITECH WARS
In the early years of the third century of M.41, the Calixis Sector faced a threat capable of destabilising the entire region.
In the dark void between the Calixis and Ixaniad Sectors was to be found a small cluster of a dozen or so worlds, ruled by the scavenging Meritech Clans. In 211.M41, the clans declared their secession from the Imperium, and began to amass sizable military might which they deployed against the interests of both of the neighbouring sectors.
The Imperium’s response was to launch an overwhelming assault upon the worlds of the Merates Cluster, smashing the
home worlds of the Meritech Clans. The Sector Governess Myram Harvala mustered a great force, which in addition to the
Imperium’s armies, included a number of Rogue Trader Houses.
Many of these Houses were newly raised, their Warrants of Trade granted thanks to the sponsorship of the Governess, on
the condition of their aid in the forthcoming war.
The ensuing conflict raged for seventeen years, and saw the complete eradication of all life from the worlds of the Merates
Cluster. The Meritech Clans fielded all manner of heretical technology, later found to have been supplied to them by a
heretical tech-cult known as the Logicians. The Rogue Traders were at the forefront of much of the fighting, and although
a great many of them were never to emerge from the wars, many others established the fortunes of future generations,
acting as ruthless and highly dependable mercenaries for the Governess.
Such dynasties are opportunist in nature, highly mercenary and able to bring to bear formidable military force in the pursuance of their fortunes.
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Very interesting read!
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You can understand why making Hasarian mad would not be a great idea! :P
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Very cool read and background. I like this guy already. ;)
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Out of curiosity what's our profit factor like? I'm curious how well off our bossman is.
I designed the warrant to generate 56 ship points (since I already had designed a ship worth 55 SP beforehand), and the options I chose led to a total profit factor of 36. For reference, 40 is average, 20 is lowest (by Rogue Trader dynasty standards), and 60 is highest (in which case you'd have only 30 SP points to spend on a ship- barely enough for a slow, fragile transport).
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Right so the AOI event. Having looked over the book, there is no real reason for this event other than too flavor footfall. There is little point to this as as footfall is... well footfall. It's a nasty place.
There are no rewards for this event. However it's "mandatory"...
You guys just want to blow through it or play it out?
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I'm fine with flavour. It can't be that long if it doesn't play a huge part. I'm happy to play it out, but if others want to move through it quickly no problemo.
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GM's call, really. I'm in no hurry to finish this campaign, but if you don't want to run part of it then that's fine too :).
By the way, if it is a social event it should give Gankom's character a chance to shine, since (unlike me or Xath) he's equipped to handle that sort of stuff (reasonable Fel, Common Lore (Underworld), Deceive...).
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Indeed that is an option.
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Woot woot for the social character. Talk the talk, walk the walk, hide behind the fighters when combat starts. Classic.
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How do my fellow players want to go about this? I figure it's a classic welcome to the third world, give us our bribes or else kind of deal. I lean towards calling them out and telling them to go away, but wanted to check with you folks. It could provoke a fight or earn the displeasure of someone up the chain.
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If that's the way you want to go about it, you have my blessing!
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I like flavor, after all it's what's RPG's are all about. I don't want to speedrun this game. ;)
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No speed running. Got it. Also, game thread updated.
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Game thread updated.
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Sorry Easter was busy. Here we go!
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Same with mine, but I'm here!
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Ah yes I had forgotten that it was Easter. I don't do holidays so...
Also, Game thread updated yesterday.
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Ah yes I had forgotten that it was Easter. I don't do holidays so...
Also, Game thread updated yesterday.
Already on it. ;)
BTW just wanted to say that the game is ace so far. I hope we'll keep it up. :)
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Also, note that I will be going to anxiety management meeting for the next 8 weeks every Tuesday. They start on the 12 of April, so followups might be a bit late on those days.
Just thought you should know.
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No worries. I'm used to online play by post getting updated pretty randomly so it doesn't bother me.
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I understand and hope that these meeting will be helpful for you.
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Game thread updated.
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Hey guys, sorry I've so quiet lately, I've been away on business for a few days. I had thought I'd be able to check in on the game from the hotel, but unfortunately internet was lousy and I spent most of Monday evening downloading files I needed for the next day (through the aforementioned lousy internet). I'm heading back home now, should arrive in an hour or five, where at the very least the floor isn't a better option than the bed ;).
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Ah the cruel mistress that is real life.
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We're waiting for you. ;)
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Game thread updated.
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Wall of text update.
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Already on it. :)
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Sorry for the late update there guys but I was so tired after coming home from a AM Meeting yesterday that I just went to bed.
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No worries, we're still here! :smile2:
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So.... hows everyone doing? *poke poke*
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I'm still here! I had some sudden errands that other people where nice enough to set up for me and not tell me till last minute.
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I'm here. Appologies for my lack of posting during the weekend, but I'm normally more preoccupied with stuff, then when it's a normal weekday!
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Sorry for mot posting for so long lads! Just been up to stuff oflate late to. RL dose take top slot.
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Sorry for mot posting for so long lads! Just been up to stuff oflate late to. RL dose take top slot.
That's fully understandable. :)
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Sorry for the long silence, I've just had a 50 hour workweek to deal with a crisis concerning one of our main applications, so I've had little time for the game! I'll try and be more active in the next week or so, but I'll still be very busy for the foreseeable time.
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No worries. Adult life get's awfully busy sometimes.
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We understand, no worries. :)
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@DS: I would like to note that Hasarian is no saint, despite what Jace thinks. He just has standards, albeit not very high ones, but there are some things he won't do.
@Xath: Remember that Bane is out in the KE to hunt down the rogue Guardsmen that killed his mates in a friendly fire incident. Also remember that he comes from an honour bound society. This sense of honour is burned in too the minds of every Prys Worlder from a young age.
While more ruthless and downright savage then his fellows in the Prys 152 Light Infantry, Bane still has a crude sense of honour and morals, that, while twisted, dominates his life.
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I do, no worries. I plan to make some inquiries about me mates on this fine station. ;)
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For the slaves, we'd make acquisition rolls, I suppose? I'm thinking the availability would be common since we're dealing with the slave guild's master, who should have plenty of access to slaves. If not please let me know.
500 slaves, common availability and poor quality would be a +20 for the first group, and 20 good quality slaves (again, common availability) would also be a +20 for the second group.
And yes, I do have a purpose for the second group, other than "Slaaneshin' it up" :wink:.
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Hey it's important that we keep our navigator "happy" and "well supplied" isn't it?
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Well, there's something to say for a ship's navigator not having to resort to daemonettes... Especially mid-flight ;).
But all joking aside, I did have a purpose for them. Basically to have a couple of "little birds", who I can present as "gifts" to our "allies". Of course, if Desmond's up to it, I'm counting on him to teach the little birds a thing or two dealing with the Imperium's shrewd merchants and other influential figures...
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You know, as soon as I posted that I started thinking along similar thoughts. I was thinking it could be good to have some little birds amongst the crew myself, wasn't thinking about other places. I see the recent game of thrones is rather influential.
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While we're discussing crew and 'hiring', is it worth it to try and recruit some troops? It might be better to recruit them from amongst the crew, but I figured Xath could lead/train them and we'd have ourselves some shock troops. if we're venturing into unexplored space we cant go wrong with a few extra soldiers.
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I'm game, but how do we want to do this? Drug them and then drag them on board, or just pay them, the good, old fashioned way?
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We'll get in to this whole press ganging idea soon lads. Note, that updates will be along monday.
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@ Xath:
Note that the Prys Light Infantry Regiments are mainly based off of the Old Rhodesian Army, more specifically the Selous Scouts. I figured that a far Right Wing bunch like them would be a perfect inspiration for a 40k regiment. I also threw in a little bit of Castro's 26th of July Movement in there too.
Both rather nasty bunches of guys but the Grim dark of 40k is perfect for them.
Hope you don't mind.
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@ Xath:
Note that the Prys Light Infantry Regiments are mainly based off of the Old Rhodesian Army, more specifically the Selous Scouts. I figured that a far Right Wing bunch like them would be a perfect inspiration for a 40k regiment. I also threw in a little bit of Castro's 26th of July Movement in there too.
Both rather nasty bunches of guys but the Grim dark of 40k is perfect for them.
Hope you don't mind.
None at all. I don't expect any of that nonsense noble bright in my 40K. ;)
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@ Xath:
Note that the Prys Light Infantry Regiments are mainly based off of the Old Rhodesian Army, more specifically the Selous Scouts. I figured that a far Right Wing bunch like them would be a perfect inspiration for a 40k regiment. I also threw in a little bit of Castro's 26th of July Movement in there too.
Both rather nasty bunches of guys but the Grim dark of 40k is perfect for them.
Hope you don't mind.
None at all. I don't expect any of that nonsense noble bright in my 40K. ;)
Here are a few wiki links:
https://en.wikipedia.org/wiki/26th_of_July_Movement
https://en.wikipedia.org/wiki/Rhodesian_Security_Forces
https://en.wikipedia.org/wiki/Selous_Scouts
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Checking them right now. Much obliged. :smile2:
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And are they scumy enough to inspire a 40k Regiment? After all racism and brutality are the bread and butter of the 41st Millennium.
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And are they scumy enough to inspire a 40k Regiment? After all racism and brutality are the bread and butter of the 41st Millennium.
They sure are. I think that they belong perfectly in 40KEKS. :smile2:
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Everyone ok? I hear the sounds of silence...
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I'm in and still talking to that sly bastard.
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Woops sorry guys I thought I'd posted, but apparently did not. On it now.
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Xath are you trying to get somewhere with Blitz, or are you trying to get a grasp on what type of person he is?
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Xath are you trying to get somewhere with Blitz, or are you trying to get a grasp on what type of person he is?
Sorry for the long delay. I had a week off in work, due to health and makeover problems but now I'm back. I will want to try and find out more about the kind of man he is.
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Note that I will be busy from the second to the fith taking the Hunter and Firearms Safety Course here in Canada. Hopefully I pass with flying colours.
With that said update will be slow this coming week.
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Keeping my fingers crossed. :smile2: I have my doctor appointments and a home makover in the end of June, but I should be good to post.
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Course fell through sadly. So back on track.
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Note that Updates will be along tomorrow.
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Everyone ok?
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I'm alive! Just busy and with a shoddy internet connection. I've posted on three occasions now and come back later to find it didn't actually happen.
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Still here. Work and moving from my house for the renovation takes some time, but I've added an update lately. ;)
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Still need a reply from DS and Xath to advances the story.
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Still need a reply from DS and Xath to advances the story.
Sorry for the absence. Health and flat problems have taken their toll, but now I'm back and should be around more often. I'm cool with the advancement.
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All of text update! ::heretic::
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My favorite kind of updates. :biggriin:
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Oh yeah, me likey. :biggriin:
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Lol Xath! I'm pretty sure you are not being followed! :-P
I'll roll for Bane's paranoia anyway. He comes from a world of disgust fueled by paranoia anyway so...
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I should also note that you all get 25 Achievement Points for going too the Auction.
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You can never be too sure in the grim darkness of the far future. ;)
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Indeed.
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Huzzah for achievement points!
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Not that I will be gone from from the 7th till the 12th on vacation.
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Lucky scunner. I'm trying to plan a vacation with a group of friends and frankly herding cats would be easier.
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Have fun Gamemaster. We'll wait for your safe return. :smile2:
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I return!
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Each Explorer who witnessed the Foretelling gains 1 Insanity Point, as their minds rebel against the warp-spawned vision. This Insanity cannot be avoided. There is one more effect of bearing witness to the Foretelling. Firstly, each witness will feel the vision they saw coalesce into something less abstract. They know that the gem represented a world, one engulfed in a warp storm that will soon lift. They know with utter certainty that the world in question is a treasure in itself, one they must possess even should they die in the attempt. All of the witnesses feel that they need only look upon a stellar map to know the location of this planet.
You also all get 100 Achievement Points for going to the Foretelling!
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It's not a real achievement without a little insanity anyways!
Okay newb question time. Insanity is cumulative I assume, how much before it becomes a problem? I'll be honest, I skipped that section in the book and don't have it on me.
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Ahhh the lovely Insanity system. :D I love it in both WFRP and 40K RPG's. Glad to see that it returned. :)
Also - good to have you back GM. :)
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Insanity is cumulative I assume, how much before it becomes a problem?
For every ten Insanity points you gain, you take a Willpower test with a +10 to your WP on 10, 20 and 30, a -10 penalty at 60 and 70, and a -20 penalty at 80 and 90. Once you've accumulated 100 Insanity points, your character is declared terminally insane and is retired.
If you fail one of those Willpower tests, however, you get to roll 1d100 on a special table containing temporary insanities; the lower entries on the table give you stat penalties for a few hours, while a score of a hundred can get you a temporary Disorder (more on that later) for a couple of days. Rolls of over one hundred are possible (+10 for every degree of failure on your Willpower test) and come with rougher (but still temporary) effects, like blindness, deafness, inability to speak, or -10 to all stats (again, only for a few days).
Finally there's Disorders, which can be gained temporarily while rolling on the table descrived above, or permanently should you reach 40, 60 and 80 Insanity points. Disorders are a catch-all term for more severe mental afflictions, like phobias, obsessions/compulsions, kleptomania, self-mortification, hallucinations, traumatic flashbacks, delusions or nightmares.
GM permitting (and with lots of time and effort on recovery), insanity points may be removed by spending XP (100 per insanity point). However, as you gain insanity points, you attain Degrees of Madness; stable (0-9), unsettled (10-39), disturbed (40-59), unhinged (60-79), deranged (80-99) and finally, terminally insane (100+). While you can lose insanity points, you cannot lose a Degree of Madness- if you hit unsettled, you can never go back to being stable, even if you spend XP to go back to less than 10 IP. Also, if you gain permanent Disorders, there is no way of getting rid of them, ever.
Still, even with the IP we just gained, nobody is close to ten (I'm at three now, you guys are at one each, and Hasarian is at six), so there's no reason for concern yet :).
... cue warp-tainted planet.
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A planet surrounded by warp storms sounds fun. Can't wait to get to it. :biggriin:
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Best kind of planet. Think of all the lovely loot that could be there.
Thanks for the run down Demonslayer. I figured this early in it wouldn't be critical, but I wanted to know the scale just to keep in mind. Especially considering we are on our way to visit such a lovely warp wracked place.
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Is everyone alright with the story so far?
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I'm enjoying it!
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Oh I should note that I am striving to get away from Footfall as soon as possible.
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Xath, I have a question. Do you feel that Bane is particularly pious man? He seems so from his replies to Hasarian.
Another question, how dose he feel about augmentation or enhancement?
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Loving the story so far. It's ace! :)
Bane is indeed a religious, slightly superstitious man, believing deeply in the Imperial Creed. He wouldn't mind an aug or two. ;) After all, cyber arms are sexy.
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Hummmm... You have some interesting options for alternate careers then!
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Hummmm... You have some interesting options for alternate careers then!
I hope so. :smile2:
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Would you like to know what your options are xath?
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Also, for going to the Foretelling and settling on a plan of action (Make an ally and slow and steady) you each get 125 xp!
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Also, Gankom. Since Xath is our close combat monster and Hasarian will be more or less mid-line, would you mind being the teams marksman considering you have 39 BS?
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Not at all. Bane is going to be the beast, so I was going to be Combat support of one kind or another anyway. Marksman sounds great,
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Alright then. Thanks Gankom.
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Do you guys think that Footfall has more than 100,000 people on it?
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A cruiser needs a crew of about 100,000 people to keep it operational. I'd say a station requires a lot more.
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A quick google search suggested some other people seem to think it's close to 30 million. Especially with the sheer mass of humanity 40k has I can see that.
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May I ask what you want to put your XP in too?
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I'll have a look through the book, but I wont be able to for another couple of days. Any suggestions for a newb? Tech related stuff, usual seneschal upgrades, what's helpful for the group?
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May I ask what you want to put your XP in too?
Still debating whether to spend it right now, or save up for a talent/ability increase...
@ Gankom; If you want to go the tech route, I'd suggest Forbidden Lore (Archeotech), so that you can understand/investigate ancient technology- which should be plentiful on a planet recently freed from warp storms. On the other hand, the barter, evaluate or commerce skills should come in handy (but note that Hasarian has Commerce). Your pick :)!
Also, something we might want to think about is some or all of us taking the Secret Tongue (Rogue Trader) skill, which allows us to communicate without others listening in. However that is one skill which does absolutely nothing unless more than one person takes it.
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I'd love to invest more in combat-oriented skills, but I'd like to hear your advice. What would be good for Icarus in the beginning?
And yes, I'd like to know what kind of cyber enhancements are we talking about?
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I'd love to invest more in combat-oriented skills, but I'd like to hear your advice. What would be good for Icarus in the beginning?
And yes, I'd like to know what kind of cyber enhancements are we talking about?
All right you asked for it! :P I hope you like a huge wall of text.
Augmenticist:
Augmetic implants are ubiquitous throughout the Imperium. From the prosthetic limbs of Imperial Guard veterans, to the life-extending sanguinary actuators of ancient savants, to the multi-jointed mechadendrites of the Adeptus Mechanicus, one is hard pressed to find a resident of a civilised world who does not sport some form of bionic implant. Within the upper classes of Imperial society, where money is freely spent in service to status and fashion, the scions of nobility strut like peacocks displaying a plumage of coiling wire and ribbed augmetic tubing. But for some, bionic modification is more than a mark of status, age, or devotion to the Omnissiah.
For some, it is an obsession. For these few, known as Augmenticists, there is no greater goal than physical and aesthetic perfection. It is through repeated bionic surgery that Augmenticists believe such a goal can be attained. There are as many reasons for becoming an Augmenticist as there are Augmenticists themselves. An ageing servant, driven by fervent devotion, replaces his failing organs one by one lest he die leaving some task incomplete. A warrior of exceptional skill nevertheless becomes frustrated with the limits of the human body, undertaking repeated muscle grafts and the implantation of evermore-lethal weapons in a quest to become death incarnate.
The foppish merchant prince, a slave to youth and beauty, puts himself under the surgeon’s knife time and again until he has attained statuesque allure and an inhuman tolerance to even the most exotic intoxicants. It is not long before such burgeoning Augmenticists pass the point of no return, reasoning in their various ways that they are better off as beings of mechanical perfection than creatures of crude and ugly flesh. As they pursue their physical ideal, many Augmenticists declare their contempt for the flesh proudly, displaying each new implant with gleeful abandon, every graft moving them one more step above the ruck and run or humanity.
Others hide their increasingly artificial bodies behind knowing smiles and tailored robes, content in the knowledge of their own physical superiority. However, an Augmenticist’s obsession rarely ends in the realm of the physical. What is the mind, they reason, but another organ to be improved upon or replaced? The Cult Mechanicus looks upon Augmenticists with the same cold logic with which it evaluates all things. Most tech-priests applaud the burgeoning Augmenticist for ecognising the limitations of the flesh and for taking steps towards the “true flesh” of the Machine God. Unfortunately, as an Augmenticist is implanted with increasingly complex devices for ever-more-selfish reasons, the Adeptus Mechanicus comes to regard him as a fetishistic dabbler, an abuser of both his body and the sacred technology that infuses it. It takes an Augmenticist of exceptional comportment and devotion to maintain the respect of the Cult Mechanicus. For their part, Augmenticists tend to view tech-priests as hidebound dogmatists weighted down with ugly cybernetics.
Despite their differing opinions, many alliances have been struck between individual Augmenticists and the servants of the Machine God. Augmenticist Rogue Traders have been known to escort Exploratory contingents deep into wilderness space in the hopes of being the first to benefit from whatever bionic technology may be rediscovered. In their quest for the rarest and most potent implants, Augmenticists all too often come into contact with heretek factions and fabricators of proscribed technology. Augmenticists who report such groups quickly earn the respect and gratitude of the Adeptus Mechanicus, often becoming regular informants for both the Machine Cult and the Inquisition.
As Augmenticists evolve, they find themselves becoming more familiar with the ways of machines and less comfortable amongst beings of flesh and blood. They spend the majority of their time in private, tuning up their implants and polishing exposed metal, emerging only to seek out new cybernetic technology and engage in social activities that best allow them to display their unreal forms. Some Augmenticists come to view those without bionics with disdain, replacing servants and crew with servitors and augmented savants. To the true Augmenticist, such isolation is a small price to pay for physical perfection and the immortality of steel.
PHYSICAL PERFECTION (TALENT) Prerequisites: Augmenticist Alternate Career Similar to the Explorator Talent The Flesh is Weak (see the ROGUE TRADER CORE RULEBOOK page 107), the Augmenticist’s body has been modified to the point where it is almost totally mechanical. This Talent grants the Explorer one level of the Machine Trait. This Talent can only be taken up to three times, gaining one additional level of the Machine Trait each time. Additionally, the Explorer’s Wounds may be healed with the Tech-Use Skill in place of Medicae. However, due to the esoteric nature of the aumentations, any Tech-Use Test to do suffers a –20 penalty, in addition to any other modifiers.
BECOMING AN AUGMENTICIST
The path of the Augmenticist begins when an Explorer first realises the true potential of his bionic modification. This moment may come when the Explorer first uses a cybernetic arm to accomplish a feat of strength beyond the limits of any mortal brute. It may come the first time he is overwhelmed by the rush of data flowing through an implanted cogitation engine. Or it may come when he is rendered euphoric by the enhanced sensations imparted by an auger implant. However it begins, the Explorer is quickly obsessed, making it his goal to forsake the limitations of the flesh and embrace the potentialities of the machine.
Required Career: Any, except Explorator, Missionary, Ork, and Kroot. Alternate Rank: 2 or higher (7,000 xp) Other Requirements: The Explorer must have at least 1 bionic replacement limb and 1 implant system when this Alternate Rank is taken. Additionally, he may possess no cybernetic gear of Poor quality, and at least one implant must be of Best Craftsmanship
***
Gland Warrior:
To act as an Arch-Militant means being one of the finest warriors humanity has to offer. Having risen through the ranks or up from the underhives, survived countless battles and killed endless foes, it would be easy to believe such a person is more than a match for any opponent. The longer spent fighting in the Expanse, however, the more one realises that being merely human isn’t always good enough. For some this means improved martial disciplines, mechanical augmentics, or superior weaponry. There is another path though, infamously rumoured through the undercircuit of mercenaries and pit fighters and all others who make their living by the bolter and chainsword—to submit to the flesh manipulations of the Adeptus Mechanicus and become a Gland Warrior.
The quest of improving the human body as a fighting machine has been ongoing for millennia—the Holy Emperor’s favoured sons, the Adeptus Astartes, are living examples of this quest. The Adeptus Mechanicus favour a more direct approach, simply replacing troublesome flesh and blood with the purity of plasteel and circuitry in order to create forces like the Skittari Tech Guard. However, the secrets of these processes are jealously guarded and often too time-consuming for the needs of the Imperium’s war machine, so other techniques have been explored. For many centuries the Genetors of the Adeptus Mechanicus strived to improve the flesh itself via series of operations and implantations which could be done in a relatively short period of time. Finally, on the forge worlds of Dantis III, they achieved success. An unexpected Tyranid invasion had caught the system unawares, and only the nearby Imperial Guard regiment on Lostok was able to offer any defence. Unfortunately, the heavily-polluted planet was already covered with vile Tyranid organisms, rendering combat outside the factory complexes nearly impossible. Several companies of the toughest guardsmen volunteered for experimental surgeries to allow them to fight effectively in the deadly environment. Implanted with series of new vat-grown organs and drug-secreting glands, those who lived through the process could now fight unprotected on the surface and counter the horrific creatures with an inhuman aggressiveness and ferocity of their own. After many months, the swarm was repulsed and the few survivors of the combat were recovered for further study and examination. Of thoseseveral were quickly plucked away by Inquisitors and others wishing to have such an individual fighting at their side (or in their name).
The process of creating Gland Warriors is more art than science like much of the Imperium’s works. Despite this, many more of these augmented humans have appeared in wars throughout the Imperium, and have acted more covertly as assassins. Their exploits became legends amongst the Imperial Guard regiments which have seen action with them. In Calixis, detatchements of Gland Warriors have been used effectively in the hive war on Tranch, where their ferocity matches that of their mutant foes. While most Imperial Guard armies in the sector do not normally contain Gland Warrior units, some elite formations do feature these specialised squads. It is even whispered that entire fighting regiments of these fleshaugmentics operate in the more desperate and hellish warzones of Calixis.
While the surgeries that produce these once-men are somewhat short, it takes many months for the recipient to learn how to properly utilise their new biological additions, assuming the soldier survives the process. Even soldiers already used to fighting with the aid of combat drugs must re-learn how to use their body in order to make use of their newly-heightened motor functions and more-durable physiology. The physical changes can also bring about mental ones, increasing one’s focus on killing and combat until there is little else driving them but impatience for the next battle.
Given the nightmarish conditions they often fight in, it is not uncommon for Gland Warriors to decide they would rather pick who and when they will fight than depend on the whims of a superior officer. Many become mercenaries, prized through the sector and beyond. In the Expanse there are also Genetors both authorised and renegade willing to work their operations on existing warriors to transform them from human to more than human. Here their life is filled with blood, for there is always a conflict that needs fighters of their calibre. Membership in warrior lodges is not uncommon, for they often find true fellowship only in the company of other augmentics. These secretive cults often draw the attention of the Inquisition, even in the lawless reaches beyond the Imperium’s rule. The Red Night Brotherhood is just one of the lodges destroyed by massed Imperial forces lead by the Ordo Hereticus, but there are many others where the more feral Gland Warriors gather, and what they may discuss beyond the heavy fur lodge curtains no one can say. Most Rogue Traders are willing to turn a blind eye to such activities as long as the warrior continues his duties and maintains his loyalty, but a vigilant trader will always keep an eye on every member of his crew.
LOSTOK AUGMENTATION (TRAIT) The Lostok process introduces a series of new organs and glands to a Gland Warrior’s body, allowing it to survive in more toxic environments as well as fight even more fiercely than before. These duplicate the effects of a Respirator and make them immune to most Toxins (including the extra damage dealt by weapons with the Toxic quality). Their new glands also act as Injectors containing Frenzon, Slaught, Stimm, and Spur. The user may activate their implant glands to produce any of these drugs as a Free Action requiring a Routine (+20) Willpower Test for each dosage. A Failure means that gland has malfunctioned, and will need 1d5 days to recover. Other newly added organs are designed to filter away any chemical by-products of the dosages, so the user does not need to take any tests afterwards for ill effects. The augmented physiology will also ward off any effects of excessive drug use (see page 142 of Rogue Trader).
BECOMING A GLAND WARRIOR: While some careers are the result of specialised training or years of intensive studies, the transformation to a Gland Warrior is due primarily to a series of surgeries. These introduce tox-filters into their lungs and bloodways as well as artificial vat-grown organs and drug-producing gland implants, all designed to greatly augment an already formidable fighter to levels normally impossible to attain otherwise. Only those of sufficiently strong constitution and combat expertise would be selected for the process, and only those with a sufficiently strong will to live despite the agonies associates with the process will survive it. Once they have adapted to their newly augmented bodies though, they are death incarnate in combat. Required Career: Arch-Militant Alternate Rank: Rank 4 or Higher (13,000 xp) Other Requirements: The character must have a Toughness of 40 or higher, and must posses the Melee Weapon Training (Universal), True Grit, and Die Hard Talents. Traits: All Gland Warriors receive the Lostok Augmentation Trait upon taking the Alternate Rank.
***
Of Course these two are perfect for Bane's more savage side. However, I feel that there are more that that appeal to his devout nature. Such as this one....
Drusian Adherent:
Throughout the Calixis Sector there is no figure, save the God-Emperor himself, more revered than Saint Drusus. A warrior without peer, Saint Drusus lead the Angevin Crusade to victory, bringing the Emperor’s light to the Calyx Expanse, transforming it into the Calixis Sector as men know it today. The Saint attracted many followers in his lifetime, and a sizeable Ministorum cult continues to venerate Drusus and his deeds. Among the faithful, there are those who believe the Saint’s mission ended in the year 384.M39, when the Angevin Crusade was officially called to a close. There are others who claim that the crusade can never end, for as long as there are worlds to conquer, the works of Saint Drusus remain unfinished. It is from this doctrinal schism that the first Drusian Dissidents were born. When the Koronus Passage opened, an event prophesied in Drusian chronicles by the seer Abenicus, the Dissidents gave rise to a new faction. The Drusian Adherents, as they came to be known, did not pore over musty tomes of saintly lore and engage in theosophical debate. Instead, they armed themselves and drove deep into the Expanse, eager to claim new worlds and tame wilderness space in the name of Saint Drusus.
Drusian Adherents are driven by fanatical devotion to their patron Saint, and by the belief that every citizen has a sacred duty to push the borders of the Empire outward, braving hostile environments, indigenous xenos races, and uncultured heathens. For a Drusian, there is no respite from the Saint’s crusade. Every world, from looming gas giants to airless icy moons, must be touched by the God-Emperor’s light and claimed with the Drusian standard. With the Koronus Passage open, disparate Adherents gather at Port Wander, forming ramshackle armies eager to march into the Expanse and prove both their devotion and the righteousness of their cause. Adherents are often asked if Saint Drusus had meant for the crusade to continue, why would he have called it to a close?
Adherents of a pragmatic nature typically answer that their Saint was forced to end the crusade prematurely by order of the High Lords of Terra, making the cessation a political necessity. Others posit that Saint Drusus intentionally left worlds unconquered so that future generations could be tested in the crucible of war. A third explanation claims that the declaration of the end of the Angevin Crusade was meant to be temporary, Drusus intending to resume his conquest after consolidating his gains in the Calyx Expanse, and that the Saint’s death prevented a glorious return to the field of battle.
The path of the Drusian Adherent has broad appeal, attracting devotees from the lowest death world dregs to ambitious nobles of the highest spires. The faith is also popular amongst Rogue Traders and their crews, both those who view profit and conquest as a GodEmperor-given right, and those looking for an army of crusaders to bolster their own mercenary forces. Regrettably, for every Adherent of high standing there is a charlatan eager to exploit the faithful for personal gain. For their part, the Adherents care little, so long as they tread upon alien worlds, cleansing them with bolter and chainsword as Drusus did in his day.
SCHOLASTIC LORE (DRUSIAN CHRONICLES) Adherents are expected to study the life and times of Saint Drusus that they might better model their lives upon his own. A successful Scholastic Lore (Drusian Chronicles) Test allows the Explorer to recall specific information about Saint Drusus, his role in the Angevin Crusade, miraculous deeds, his process of beatification, and sundry apocryphal tales espoused by the Drusian movement. This skill also confers knowledge of countless Ecclesiarchal prayers and rituals that invoke or even simply mention the Saint.
BECOMING A DRUSIAN ADHERENT
For men of faith, becoming a Drusian Adherent is a simple matter. One need only take up the standard of Saint Drusus and pledge their life in service to the unending crusade. But to truly call oneself worthy of the Drusian ideal, these words must be backed by action. The Adherent must be more than willing—he must also be able to carry out the sacrament of conquest. A Drusian Adherent does not sit within a command centre directing his brethren from afar. The true Adherent marches proudly into the fray, revelling in the act of physical confrontation, and knowing beyond any doubt that if he dies, he dies in glory, at last worthy of Drusus’ blessing. Required Career: Any, except Astropath Transcendent, Explorator, Ork, and Kroot. Alternate Rank: 1 or higher (5,000 xp) Other Requirements: The character may have no more than 10 Corruption Points when this career is taken. Note: Although this Rank has the option of replacing the first Rank of a Career, it does not re-list any starting Skills and Talents. All Skills and Talents listed here are in addition to starting Skills and Talents the Career may contain.
There are more that would be perfect for Bane though....
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Thanks for the advice DS. Normally I'd be scouring the book, especially with this being my first game. Sadly I left my copy elsewhere.
I'm firmly on board with DemonSlayer's "Knowledge is power" slant. I like the secret tongue idea, and a big fan of the courtesan spy idea.
From a character perspective I'll probably go towards the archaeotech knowledge, but I'm in no rush. I'd happy spend XP getting team based stuff like the secret tongue first.
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I'll think about it, but I'll probably go with the Augmenticist. :mrgreen:
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Oh, so going from beast mode to god mode then? :P
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I'll see what I can do Gankom. The Senechal may be a good choice as well you know.
For the Emperor! :biggriin:
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Augmenticist:
<snip>
Gland Warrior:
<snip>
Drusian Adherent:
<snip>
Keep in mind that alternate career ranks can only be taken when attaining a new rank (we're at rank 1 now, and will achieve rank 2 after spending 2.000 XP), or when attaining rank 4 in the Gland warrior's case, so it'll be a while before they become available.
Also, alternate career ranks replace regular career ranks, meaning you won't be able to take rank 2 Arch Militant upgrades if you decide to take the rank 2 Gland Warrior - ever. And those regular upgrades might includes prerequisites for other skills in higher ranks of your base career.
Yes, Rogue Trader is fun that way ;).
For now, those 100 XP you have (well, 125 to be exact, but there's nothing to spend the 25 on) could be spent on either Forbidden Lore (Pirates), Secret Tongue (RT or Military), or Literacy. Or, if none of those seem interesting, you could save them up for a more expensive Ability increase/ Talent, your choice :).
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It's quite similar to Dark Heresy that way. I think that I'll keep my XP for now, and will think on what to do with it. Thanks for the advice anyway. :)
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Just saying, I love the Bane and Jace back and forth. That is a ton of fun to read.
For the weapons I figure I'll try and pick up both, then try and find a priest for Bane.
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I love our interactions in this game, and you guys are awesome players. :) I've really sunk into this "play-by-forum" thingie. :mrgreen:
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I've really sunk into this "play-by-forum" thingie. :mrgreen:
Seems to be working out good.
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BTW, you (&DS) are still walking back to the ship yes?
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Yup :).
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Affirmative. :mrgreen:
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Sorry about the flamer gankom but you needed under 26 to get it.
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"Very well" Hasarian says standing "Let us be off"
Looking around you spot one two that look promising.
The first, run by some sort of psudo-missionary, bears a number of firearms and trinkets.
While the other, run by a grizzled ex-ganger, seems to cater too those with close combat in mind.
However a third stall catches your eye. It is little more than a large curio cabinet run by a well worn but still good looking woman. It has only a very small number of items but they are all of quality manufacture.
Note that I plan to keep this pattern for all merchant blocks on any planet, void station or ship that we visit.
The fist two will always sell Ubiquitous too Common items and weapons, while the third will sell Scarce too Extremely Rare items and weapons.
Too acquire Near Unique items and weapons one must travel to a planet, void station or ship that may have one.
Unique items and weapons are only given out by me if I feel it's alright.
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I'll think about it, but I'll probably go with the Augmenticist. :mrgreen:
May I ask why? Obviously becoming a perfect weapon is well within the Aug's ability and is a good choice for Bane. However I thought the pure savagery of the Gland Warrior or the devout nature of the Adherent would be more appealing.
Another question. You do know that Bane is the Team's healer right? There is another option with the Faith Healing talent that you may want to keep in mind. It would also mean I would not have to keep playing another char (a Missionary) mid to late game, though that's no big issue.
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While I'm enjoying the conversation with Xath, I wouldn't want to hold up the game too much, so unless there's something Xath wants to discuss before arriving at the ship, I'm ok with fastforwarding the walk through Footfall so we can begin our respective tasks. Bane's training and Jace's research is going to take a while, and I'd like to address the "special" slaves before we blast off into space :).
(and, time permitting, I might take a look at a few stalls to find navigation charts- in fact that's something I might be looking around for on the way to the ship!)
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Understood!
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"Special" slaves. Lol we're really going to have to find a better term for them sooner or later.
Alas we will have to go to battle without the flamer. I'm sure we'll make it.
If I'm out weapon shopping do either of you (Xath/DS) want any particular kind of weapon? I figure I'd browse a bit more, keep my eyes out for some stuff, then find a priest before skedaddling back to the ship.
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I'm sure I can find something if they do
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I'll think about it, but I'll probably go with the Augmenticist. :mrgreen:
May I ask why? Obviously becoming a perfect weapon is well within the Aug's ability and is a good choice for Bane. However I thought the pure savagery of the Gland Warrior or the devout nature of the Adherent would be more appealing.
Another question. You do know that Bane is the Team's healer right? There is another option with the Faith Healing talent that you may want to keep in mind. It would also mean I would not have to keep playing another char (a Missionary) mid to late game, though that's no big issue.
Well I always loved cyber enhancements, but healer sounds good as well. Bane is very protective of his comrades, so I guess it would work. :)
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Again it's whatever you like Xath. Understand though that you can still be a healer with the Aug.
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Again it's whatever you like Xath. Understand though that you can still be a healer with the Aug.
Well, in that case I'll do both. I love me some augs and a healer is always welcome. ;)
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Just remember that as an Aug, it may put you at odds with the Tech-Priests depending on what bionics you use. For instance using anything Xeno related.
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Bane would never use a filthy xeno tech. As for a confrontation with the AdMech... bring 'em on! :-P
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Might've gone a bit overboard with the furnishing of Jace's room, but on the other hand I suppose Navigators are a rich bunch anyway ;).
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Loved the presentation of Jace's quarters and the man's speech. Really insightful and "navigatory". ;)
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Thank you :-)!
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Loved the presentation of Jace's quarters and the man's speech. Really insightful and "navigatory". ;)
Indeed! Very well done DS!
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I know the way I introduced Petrus was a little cliche but I don't want to waste time walking you all the way to the Temple Gankom.
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No worries on my end. Saves time on walking.
So clearly we party in Jace's room right? Those are some fine quarters.
Also both speeches are great. Full of character.
Edit: Don't mind me. Everyone else is off giving fantastic, inspiring speeches, I'm just over here going "Yo who are you."
Hardly shakespear, but hopefully useful.
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So clearly we party in Jace's room right? Those are some fine quarters.
As long as you remember to use a coaster :-D!
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Deal! All aboard the party bus then.
@Dwi, can we get some information on the ships deathcult? Just curious, especially about interactions between them and the officer level.
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That's a great question Gankom.
What is known about them is this:
#1: They call themselves "The Hands". No one knows why they chose this simplistic name.
#2: The Hands have been aboard The Holy Venture since before Hasarian can remember. Rumor has it that they have been there since the ships construction over 600 years ago
#3: They only kill on the lower decks and around the engine room and reactor.
#4: Priority targets appear to be anyone with visible bionics, Tech-Priests and Servitors for some reason.
#5: Officers and anyone close to Hasarian seem to be targeted only rarely. It is unknown why.
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#4: Priority targets appear to be anyone with visible bionics, Tech-Priests and Servitors for some reason.
#5: Officers and anyone close to Hasarian seem to be targeted only rarely. It is unknown why.
#4 should be some interesting roleplay. Especially with Bane.
#5. Well that's good, I think. I'm sure that will help Desmond sleep at night.
Are they a sizable faction on the ship? I assume their not an underground group and generally common knowledge.
Thanks for the info. It's mostly for my own curiosity but it might be helpful with the priest. I love the possible roleplay aspect about a group like that with the crew.
As for the priest, I'm hoping to convince him (once I ask him of course) to help keep us officers in the know about stuff happening with the crew.
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Are they a sizable faction on the ship? I assume their not an underground group and generally common knowledge.
That would be something for Desmond too look in too! Don't think that I'm just give away all the story just yet! :biggriin:
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Lol worth a try to get easy info. I think Desmond's going to be interested in looking into the crew.
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Lol worth a try to get easy info. I think Desmond's going to be interested in looking into the crew.
Oh I don't blame you! Now, if you said I was the most epic GM in the world, I might change my mind and tell you something! :P
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Well I didn't think I needed to say such obvious things O amazing, epic, masterful GM! :mrgreen: :biggriin:
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It seems that our goals are slowly getting fulfilled! I'm interested about that Priest tough.
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Updates will be along either Thursday or Firday. Right now, I am exhausted!
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Rest easy. We'll be there, I'm sure of it. ;)
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What people are allowed to have lives outside of forums nowadays? What Is this nonsense? :closed-eyes:
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I guess Desmond's brain checked out on us! :ph34r: :Ohmy: Hella fails right there!
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I'm sure Desmond blames the witches. It's been a long day for him.
Edit: Would Desmond already have some contacts in the crew? I like the thought of him being pretty new to Hasarians crew, but I'm sure that's something he would have started work on right away in his job as seneschal. Or should I rp making them from the start?
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I would also like to ask about any, possible contacts within the crew. I don't trust that Missionary...
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I would think that Desmond has a hand full of contacts. Hes is new, but hes been on board for awhile, at least several months, maybe a year.
The same goes for Icarus and Jace.
You would most likely have contacts in places that you frequent. So where dose Desmond hang out? What about Icarus and Jace?
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The only thing Xeno related that I'm going to touch, will be with my chainsword. :biggriin:
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Desmond will be more then happy to touch the icky xeno stuff.
As for contacts I'm sure Desmond would be spending most of his time with people like quartermasters and armorers. The various logistic people. Not only are they who he's working with as seneschal, they'd be pretty knowledgeable contacts. (Lol hopefully.)
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@Gankom: All right then. That means that those contacts will be ex or paramilitary, at least on board a RT's ship anyway.
@Xath: I can only imagine that Icarus would frequent the same place as Desmond? Any others?
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Officers of Armsmen, fighter pilots (if we have any fighters that is) and logisticians.
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Hows everyone doing?
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Doing good on this end! Was just waiting to see if anyone else posted stuff before I move on.
It's been a busy past two weeks on this end but it looks like I'll actually have some peace and quiet for a few days at least.
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It's nice to see Jace getting social with the crew like this. I'm pretty sure we're one chaos incursion away from a Jace and Petrus buddy cop adventure.
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"Holy Venture Movie Studios Present..." :-P
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I'm back. I'll be participating at the usual rate from now on.
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Welcome back Xath!
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Huzza! Hopefully things havn't been to stressful for you.
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Well they came and went. Hopefully I won't have to deal with something like that anytime soon, but life is life. It can knee you in the groin, when you're least expecting it.
Anyway - Bane is back and this time it's personal.
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Hm, I used a second person point of view there for a while, hope nobody was bothered by me taking control of their characters for a bit :).
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Are you kidding? I loved it! That was great. :)
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Thank you :)!
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This is a totally separate question that has nothing to do with our game, but just wanted input from people who've read the book more then I have.
I'm flicking through stuff and looking at implants. Mostly out of curiosity, I want to keep Desmond as human as possible. My question is for the Explorator. He starts with 2 cybernetic implants, but does he start with ALL the mechanicus implants in that box? Or does he just pick 2 from that as well?
I think it's all the mechanicus implants, then 2 common implants on top of that but I'm just getting a bit turned around flicking back and forth through the pdf.
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The augmentations described in the Mechanicus Implants Trait are so closely intertwined with the Explorator’s body they are not considered to be equipment.
[...]
In addition to these “free” augmentations, Explorator Player Characters can also purchase other cybernetic implants, such as auger arrays, mechadendrites and bionic limbs.
So, according to this quote, the augmentations under the Mechanicus Implants trait are free, and the Explorator starts the game with them. Then, according to the special ability on page 72, he gets two additional implants from the list on page 147.
So yes, it's everything listed under the Mechanicus Implants trait, and on top of that two bionic implants.
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Thanks that's what I figured. I must have kept skipping over that quote as I went through the book.
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I don't blame you- honestly, whenever you want to find out anything about Rogue Trader's rules it takes up a few hours.
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I don't know about you buy I'm using the pdf. It's real nice to be able to open it while working on stuff, but it is a huge pain if your trying to flip back and forth between sections.
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I do, and Ctrl-F is a godsend ;).
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Amen to that.
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Generally those old FFH 40K books are a chore when you need to find something. I had similar problems when I was running a DH game for my friends. ;)
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Since I didn't get a result in the IC thread, I thought I'd post here that I'm using Void Watcher, the Navigator Power. Ya know, Perception test, if it succeeds I can see concealed ships (and other stuff) up to roughly 40.000 km away? Its on page 181 of the rulebook?
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*Sigh* I forgot all about that DS. Sorry.
Your roll is... 57,. bit of a fail there.
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I would like too note, that The Administratum Oeconomica (Economic Administration is what we will call it in English), is a force of thugs and hired guns, that run the one and only protection racket on Footfall.
They have a vast web of connections in the Surplus Guard/Navy Black Market. They often take jobs too infiltrate the various PDFs and Home Defense Groups too obtain small arms, combat drugs and other hardware. Even main line battle tanks, like the stock model Leman Russ, are not out of their reach or ability to source!
In other words, a paramilitary crime outfit.
If you return too Footfall, I would suggest you either pay up or come back with an army.
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Well hurray for Desmond making us some friends I guess.
I had actually had a bit of a plan because I expected them to be a fairly powerful gang, but I wasn't really planning on them being THIS powerful. Originally I was kind of hoping they'd take a (smaller) shot at us, and that would essentially give us casus belli to go after and absorb them. Use it as an excuse to frighten the leaders with nightmares of the Emperors wrath and essentially say work for us or die.
Sadly it appears I underestimated their strength. Could be a good mission for some courtesan spy/assassins in the future though.
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Just a small heads up - sorry for my absence, but now I'm back. Had an extremly nasty cold, and spent most of the past week in bed. Sorry guys.
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No worries, welcome back!
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No problem. Colds suck.
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Thanks guys. They sure do. Hopefully now I'll be better. :)
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Does the Void Watcher roll reveal any other information about the ship? The description says it reveals everything that could be seen through normal observation, so I'd think that includes a rough size (small or huge) and origin (man-made or Xenos).
Knowing what we're dealing with might be helpful in determining what we want to do next. If we're dealing with an Imperial ship, ignoring it might be the best course of action. If its a big Xenos ship, we'd be better off fleeing, but if its a small Xenos ship then we'd be more inclined to attack- unless its a Xenos ship we could negotiate with...
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I'd just like to add that Icarus tries to assess losses among crew and any, potentially dangerous damage to different decks.
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Desmond always supports negotiating with Xeno's and their fascinating technology...
Especially if it can be worked out to get a bit of leverage on a rival, and make some sweet xeno cash/loot. Of course that requires us knowing that the alien doesn't look to huge/strong.
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Does the Void Watcher roll reveal any other information about the ship? The description says it reveals everything that could be seen through normal observation, so I'd think that includes a rough size (small or huge) and origin (man-made or Xenos).
Knowing what we're dealing with might be helpful in determining what we want to do next. If we're dealing with an Imperial ship, ignoring it might be the best course of action. If its a big Xenos ship, we'd be better off fleeing, but if its a small Xenos ship then we'd be more inclined to attack- unless its a Xenos ship we could negotiate with...
I can't remember everything DS! :P
But Yes I shall put a blurb in about the ship, in the next post.
I'd just like to add that Icarus tries to assess losses among crew and any, potentially dangerous damage to different decks.
Ok.
Desmond always supports negotiating with Xeno's and their fascinating technology...
Especially if it can be worked out to get a bit of leverage on a rival, and make some sweet xeno cash/loot. Of course that requires us knowing that the alien doesn't look to huge/strong.
I don't mean to spoil anything but the xenos you meet in this adventure are rather.... not nice.
Just wanted to give you a heads up so you are not put out.
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When negotiations fail Desmond is perfectly happy to kill the filthy xeno.
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Sorry about the slow updates there guys, but I have been addicted to the Witcher 3 of late and I have just binged played it for awhile.
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I understand you completely. Had a smiliar thing with Deus Ex and VTM: Bloodlines. I wasn't available to anyone. :-P
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Lol no worries. I've been the same with STellaris recently.
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@Xath:
I've been playing around with Prys' (Pronounced Price) World idea and at last have developed the Prys 152nd Light Infantry stats via Only War.
While Bane's home regiment may not show up in game (Though we might have a cross over later) I thought posting this will give you some insights in too the character of Prys Worlders.
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Regiment name : Prys 152nd Light Infantry
Home World: Prys' World (Imperial)
Commander: Sealus Hant-Raley
Rules (Only War):
Home World type: IMPERIAL WORLD
Characters from Imperial world regiments represent best the greatest mass of humanity. Their minds are shaped by faith and humble duty, their bodies honed by toil. While lacking the tenacity of death worlders, the unyielding discipline of a fortress worlder, or the unthinking zeal of the penitent, Imperial worlders are faithful, loyal, and adaptable, unconstrained by the focus of specialisation.
Cost: 1 point.
Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic.
Skills: All Imperial world characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (High Gothic).
Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutant).
Starting Wounds: Imperial world characters generate their starting wounds normally.
Commanding officer's personality: Choleric
The regiment’s commander is decisive and leads from the front, taking charge of situations personally, and never afraid to do what he orders his men to do. However, he is quick to anger, and can often be drawn into foolish actions. His men are continually ready for action, and familiar with the rigours of battle.
Cost: 2 points
Starting Talents: Rapid Reaction
Regiment Type: Light Infantry
Lightly-equipped infantry units are key to the complex tactical manoeuvres required on the battlefields of the 41st Millennium. Lacking the firepower to effectively fight on the front lines, their talents are better employed in dense terrain, where they can lay ambushes and engage in short-lived skirmishes. The regiment is skilled at surviving in the wilderness, and its soldiers are masters of operating in a particular kind of terrain, normally the one in which they’ve grown up
Cost: 2 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak jacket and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.
Training Doctrine: Fieldcraft
The regiment is skilled at surviving in the wilderness, and its soldiers are masters of operating in a particular kind of terrain, normally the one in which they’ve grown up and trained extensively. Hunters and trackers almost without peer, there are few who can escape their pursuit.
Cost: 4 points
Starting Aptitude: Agility
Special: When selecting this doctrine, nominate a single type of terrain—Desert, Jungle, Tundra, Ash Wastes, Urban Ruins, etc. When operating in that kind of terrain, failed Survival and Navigate (Surface) Skill Tests may be re-rolled by characters from a regiment with this doctrine.
Specialised Equipment: Scavengers
Some regard the strict rationing, draconian regulations, and complex bureaucracy of the Departmento Munitorum as needless restrictions upon the capabilities of the Imperial Guard. Others seek personal gain, or simply steal out of habit or necessity. Whatever the reason, the regiment is populated with those who steal and scavenge additional equipment from the battlefield.
Cost: 3 points
Standard Regimental Kit: The regiment may choose to gain a +10 bonus on any Logistics Test. However, on any test where this bonus is used, if any doubles are rolled (22, 33, 44, etc.) whether the Test was a success or a failure, then the scavenging and stealing have drawn unwanted attention from higher authorities within the Imperial Guard or the Departmento Munitorum.
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Hope that gives you a little insight in too the unit Xath.
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Wow, it's really great info! Thanks for that Cap, I'll make sure to utilise that knowledge when rp'ing Icarus. :smile2:
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Hello lads! Just checking in, I would like you thoughts of the story so far.
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I'm liking it. Getting a taste for space combat and what not. Moving a bit slow, but that's always pretty normal for play by posts especially.
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Sorry I have been a bit slow Gamkom, but I haven't been feeling well of late. I hope to have an update out by Wednesday.
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No worries, we're still here. :)
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Right. Updates will be on wendsday. In the mean time I want too know how you feel about the plot and where you see it going. What do you see for the crew? Hasarian and more importantly, yourselves?
Spare no details. Any statement could help me refine the story.
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I'm liking the plot so far. As for what I'd like to see happen with Desmond myself, I'd like him to get into collecting alien tech. He doesn't really like the aliens themselves, but he's starting on a bit of a dangerous journey into investigating the tech. A know thy enemy kind of thing. I'm also very interested in dealings with the crew. That seems right up Desmonds diplomatic/spy master alley. So he'd like to get into a position to make lots of contacts and informants, possibly even a gang that answers ultimately to him and Hasarian.
Oh and obviously I want to make Hasarian filthy rich. The richer he gets, the more sweet sweet cash flows down to Desmond.
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Sorry for the delay, stuff got in the way but I'm trying my hardest to post as often as possible. Anyway - I love the plot. I can't wait for us to reach the (possibly) daemon world and loot it.
I think that Hassarian, while being generally nice, is... a bit dumb? I mean the policy of "let's bring everyone on board, no matter what they did earlier" is a sure way to invite some chaos mooks on board! Icarus will be watching him a bit more closely...
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Well I did ask DS to make me a missionary, kind of rude just to throw him away after all that work. Sides which, Hasarian hired Bane on good faith as well dont forget!
Hasarian is not stupid, more like reckless. He ain't all sunshine and roses either, you'll see later.
EDIT: Also Petrus Lokhart is one of the good guy's. I am not useing him to screw you over if that is something you are worried about.
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Hello, gang! Cap has invited me to play. I shall be playing Ricker, the Void-Master!
I need to read through the various threads and make sure I understand everything before jumping in, but I understand that the VoidMaster is pretty much the "commander" of the ship (in the send of "master & commander" where Hasarian is the "master"). He pilots stuff and runs the bridge - a sort of "commanding first-officer", as I understand it.
Cap tells me Ricker is "old, very old" so I shall be bearing that in mind.
With all of that, here is my suggested background for him - please feel free to make comments.
Commander Wilhelm Ricker is an ex-Imperial Navy officer, who retired from Naval duties many years before. He began his Naval career as a pilot (and was a good one) but rose through the ranks along the command track. His final assignment was as first-officer on a Naval frigate, engaged in "exploration" rather than "patrol". Once he reached retirement (from active duty) age he was offered a shore posting, but did not enjoy it - he likes to be out in the void! When Hasarian came looking for a Void Master for the Holy Venture, he signed up eagerly.
In his youth, Ricker was tall, powerful and handsome, with thick dark hair and a full beard. Now, he is old - his hair is gray-white and his face is lined, and he walks with a stoop and the help of a cane. His voice is still commanding, however, and he has lost none of his authority. There is probably some augmentic or rejuvenat medicae in his history.
His experiences in the Navy are wide and varied, and it always seems as if he has some crazy story about whatever the ship happens upon - it is possible some of these stories are actually true, or that they happened to him personally. He has known so many other officers and heard so many void-tales over years and years not even he is 100% certain which stories are true, which are false, which are legends, which are exaggerated, or which happened to his buddies and not him. Many of his stories involve impossibly beautiful women - it is certainly the case he was a lady-killer in his younger years, but you would have to have the face of Sanguinius himself and the stamina of Rogal Dorn to have quite so many successful conquests. Also, it is highly unlikely he actually spent the night with not one but three Callidus assassins . . .
He is loyal and friendly, and always looks out for his people. He knows the Imperium is the only thing standing between humanity and the darkness, but he recognizes that sometimes you have to break the rules . . . . something that endears him to Hasarian.
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Great work DK! How do you like the story so far?
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Welcome aboard DK! More the merrier. I like the fluff, and I'm sure Desmond and Ricker will get along like a house on fire.
Well I did ask DS to make me a missionary, kind of rude just to throw him away after all that work. Sides which, Hasarian hired Bane on good faith as well dont forget!
Hasarian is not stupid, more like reckless. He ain't all sunshine and roses either, you'll see later.
EDIT: Also Petrus Lokhart is one of the good guy's. I am not useing him to screw you over if that is something you are worried about.
I think this especially is a common thing in roleplay games. In a separate game that I DM, we just introduced six new players. From a players perspective it makes sense why suddenly six people showed up and joined their guild, from the characters perspective their very paranoid about why six people showed up on the frontier on the same day to join up. That feeling can bleed over a bit.
Although I like Lokarts reception so far. I'm sure Desmond will have a great time keeping him away from Jace and Bane and keeping everyone happy.
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Great work DK! How do you like the story so far?
I still have to read it all :( But I shall do so and jump right in. With exciting tales!
". . . so, there I was; naked, in the Imperial Palace, with the daughter of a High Lord and Lord Macharius' chief concubine. I know I've got to get out of there, but the Custodians were on the lookout. So, what did I do? Why, the old molasses-in-the-kettle trick! That Captain-General falls for it and, quick as you like, I'm wearing his pants and he's tied up with Lady Vanessa's garters! I kiss the girls goodbye and I'm out through the Eternity Gate before anyone notices! Good times . . . "
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Done! Let me know what you think! I've added some explanations at the bottom.
Ricker, Void Master
Characteristics
WS: 28 (20 + 8 rolled)- melee combat is a young man's game
BS: 25 (20 + 5 rolled)- you'd rather fire a ship's weapons than a rifle anyway
S: 31 (20 + 11 rolled)- average; you were a cut above humanity, but old age has taxed you
T: 27 (17 + 7 rolled)- you are somewhat frail
Ag: 32 (20 + 12 rolled)- despite your advanced age, you're still quite spry
Int: 35 (20 + 15 rolled)- you're intelligent, as befits your rank (used the free re-roll here)
Per: 35 (15 + 20 rolled)- you're far more perceptive than your former classmates
WP: 44 (31 + 13 rolled)- you have incredible resolve
Fel: 38 (26 + 12 rolled)- you're very charming, a genuine ladies' man!
Wounds: 6 (2xTB+2)
Fate points: 4
Insanity: 4 (still well within stable)
Skills
* Command
* Common Lore (Imperial Navy +10, Koronus Expanse, War)
* Forbidden Lore (Xenos)
* Literacy
* Navigation (Stellar +10)
* Pilot (Space Craft +10, Flyers)
* Scholastic Lore (Astromancy, Tactica Imperialis)
* Speak Language (Low Gothic, Battlefield Cant)
* Trade (Explorator)
Talents
* Armour of Contempt
* Pistol Weapon Training (Universal)
* Melee Weapon Training (Universal)
* Nerves of Steel
* Talented (Pilot(Flyers))
Gear
* Best-Craftsmanship mono-sword
* Best-Craftsmanship hand cannon
* Guard flak armour
* Micro-bead, void suit, blessed ship token, re-breather, 2 bottles of amasec, pict-recorder, vox-caster
* Imperial Navy uniform
- Good bionic respiratory system
Special
* Immune to space travel sickness, zero-/low-gravity is not considered Difficult terrain
* +5 to Command while aboard spacecraft
* While on a planet (but not in confined spaces like tunnels); -2 Initiative and double BS penalty for firing at long range
* -10 to interacting with non-Imperials (traitors, aliens etc)
* +20 to resist airborn toxins
* Bionic respiratory system counts as full life support when organic lungs fail.
XP spent
- 700XP on origin path
@Dwi: I accidentally went a bit overboard with the XP spent on origin path options- while I'm very happy with the outcome, I spent 700 XP, while starting characters only get 500 XP. Since we all received 125 XP a while ago, I went overboard by 75 XP. I was hoping you'd be ok with that (you could always just give him 75 less XP than us, the next time we gain XP), since the choices I made which cost XP are the ones I actually feel fit DK's background very well!
Anyway, if you feel really strongly about it, just let me know and I'll *sigh* edit the sheet again.
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@DK: A little explanation of why I chose the things I chose... The explanation below is not really important, its pretty much an explanation of my thought process in creating your character. However, I've pointed out a few things for you that you might want to include in your character background... Or not ;).
Characters in a game of Rogue Trader are generated by using something called the Origin Path- basically, you start at step one by selecting one of several homeworlds, and then continue along the path. At each step you pick from a number of options- in this way, you fill out your background, and get some nifty bonuses per step. So, how did I choose this particular path?
You said that you wanted to be an Imperial Navy commander... Selecting "Battlefleet" as your homeworld seemed the right thing to do; it means your character was born aboard a battleship of the Imperial Navy, and trained from birth to become an officer. While there were some other valid options, this seemed to fit the background you wrote best. The other steps, then, were simply aimed at picking the options which opened up the Void Master career for you.
Next up, birthright, which says something about your family and your beginnings. There were really no options here that suited your character especially well, so I went with In Service to the Throne (Born to Lead), to emphasize that from a young age, you were trained as an officer.
The next step, Lure of the Void (which is your reason for going into space)- was obvious; Duty Bound (Duty to the Throne). You were trained as an officer, and so when the time came you went to serve the God-Emperor by leading his fleets into the unknown. Note that loyalty to the Throne does not necessarily mean a strict adherence to the Imperial Creed- you may have your own ideas on how to best serve the Emperor, or your goals might simply be different now- the idealism of your youth might've made way for practicality.
Then comes Trials and Travails (a hardship you experienced). Since you said your character's first assignment was as an explorer, I picked Lost Planet; your character found a rogue planet (a world ripped away from its system and cast into the void) during his travels- you and Dwi will have to determine what kind of planet this is. The end result, however, is that your spirit became a little more hardened from the experience, but you suffered a mild shock- not enough to make you insane, but it did unnerve you thoroughly. Perhaps those crazy stories of yours are just that- stories you fabricated as part of your psychological trauma, although you certainly have the Fellowship to back up the tales of your many "conquests"...
The next step, Motivation, was easy. You said that your character came back from retirement because he wanted to see the universe, so Exhilaration (New Horizons) was the obvious choice. Your reason for signing up with Hasarian was a desire to see more of the universe, and under your new employer you learned to make a profit from exploring undiscovered systems.
Finally, I opted to choose an optional Lineage step for you, namely "A proud tradition (heir apparent)". This means your parents were proud officers aboard the starship where you were born, and saw to it that you too were trained as an officer. I don't know, it just fitted the image of the retired Imperial Navy officer I had of you.
I rolled very poorly on your physical attributes (sorry), and very well on the mental ones, which I feel suits your character perfectly. After all, he's very, very old, so he's not as fit as he used to be. But he has a sharp mind, a good leader, and above all, has very impressive willpower.
Note that all characters with the Battlefleet origin receive -5 on Perception. My interpretation of this is that these characters are all trained from birth to view the galaxy in a very specific way (namely, with tactics and battle in mind), making them subconsciously dismiss things that are obvious to others, simply because they don't fit in their rigid thinking. However, I rolled 20 (!) on a 2d10 for this characteristic- the highest possible, which, to me, indicates that your character has an exceptionally flexible mind and is capable of seeing beyond his training. He still doesn't have peak human perception (its just above average) but in comparison to others with the same background he is very perceptive indeed!
I gave you a best-craftsmanship mono-sword, rather than a common-craftsmanship power sword; while the latter deals more damage, you have very low WS, and best-craftsmanship weapons give you a much better chance to actually hit something. Plus it is a really pretty weapon, which befits a man of your station! For the same reason, I gave you a best-craftsmanship hand cannon rather than a common-craftsmanship bolt pistol; you're a very poor shot, so you need that +10 bonus!
Finally, when picking your skills, I picked the ones which would make you a better ship commander (navigation, piloting, trade(explorer), tactica imperialis).
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Below is just my work sheet- it shows in detail what choices I made, which have all been incorporated in the character sheet above.
Total from Origin Path
* +11 WP, +6 Fel, -5 Per, -3T
* Skills: Command, Common Lore (Koronus Expanse, Imperial Navy), Exploration (any one), Literacy, Speak Language (Battlefield Cant), Pilot (Space Craft) or Navigation (Stellar), SL(Bureaucracy, Imperial Creed, Judgement or Tactica Imperialis), Scholastic Lore (Astromancy) or Trade (Explorator)
* Talents: Armour of Contempt, Talented (one starting skill)
* 1d5 Insanity
Special
* Immune to space travel sickness, zero-/low-gravity is not considered Difficult terrain
* +5 to Command while aboard spacecraft
* While on a planet (but not in confined spaces like tunnels); -2 Initiative and double BS penalty for firing at long range
* -10 to interacting with non-Imperials (traitors, aliens etc)
Origin Path steps
Home World: Battlefleet
* +5 WP, +3 Fel, -5 Per
* Common Lore (Imperial Navy), Speak Language (Battlefield Cant), Pilot (Space Craft) or Navigation (Stellar)
* Immune to space travel sickness, zero-/low-gravity is not considered Difficult terrain
* +5 to Command while aboard spacecraft
* While on a planet (but not in confined spaces like tunnels); -2 Initiative and double BS penalty for firing at long range
* Wounds: 2*TB + 2
* 4 fate points
Birthright: In Service to the Throne (Born to Lead)
* Cost: 200XP
* Command, Literacy, SL(Bureaucracy, Imperial Creed, Judgement or Tactica Imperialis)
* +3 Int or Fel, -3T
Lure of the Void: Duty Bound (Duty to the Throne)
* +3 WP
* if WP > 40; Armour of Contempt
* -10 to interacting with non-Imperials (traitors, aliens etc)
Trials and Travails: Lost World (Rogue Planet)
* Cost: 200XP
* +3 WP
* Any one Exploration skill
* 1d5 Insanity
Motivation: Exhilaration (New Horizons)
* Cost: 200XP
* Common Lore (Koronus Expanse)
* Scholastic Lore (Astromancy) or Trade (Explorator)
Career: Void Master
Lineage: A proud tradition (heir apparent)
* Cost: 100XP
* Choose a single Starting Skill: gain the Talented Talent for this skill.
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That sounds great, DS - thank you very much! I think I shall not be doing much fighting at all - I am an old man, and shall instead spend my energy telling tales of my histories. "So, there I was in the Black Library with Eldrad Ulthran's sister - cracking piece of totty, if I do say so myself. Anyway, she's reeling like a . . . well, like an Eldar after her second shandy. Some xenos virus or something, or maybe it was the amasec. I don't know. I don't actually remember how we hooked up - I'd just gone in to find some book for this pretty little Inquisitor I met in the Corinthian cluster. Anyway . . . "
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I can't wait for combat and we all hide behind Bane and however many red shirts we're throwing into the scrum.
Which splat is the Lost Planet one from? That sounds like a great one for void masters.
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It's from Into the Storm, which has an extended origin path. It adds some interesting options, which unfortunately cost XP... But they were appropriate enough for the character to select them anyway!
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Hey if I was worried about that exp thing DS you would have known by now. As for Ricker, well done. I think you captured his spirit perfectly.
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Also, DK, what kind of lost world are you thinking of? It can be anything you want, so long as it or whatever was on it was spooky enough to mess with Ricker's normally unbending will.
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Well, I think I will borrow something from the background for my Sisters' army - not quite identical, but similar. Of course, this is OOC - Ricker would never talk about this openly (although bits and bobs might sneak out)
If other players wish to miss this, then can :) But I never had a problem with players knowing something their characters don't.
Somewhat like an Eldar Maiden World - but probably not Eldar, probably Old One (although how much of that any human would know is open to debate). Beautiful, virgin rainforests and woods etc. Alien animals and some sort of primitive, diminutive humanoid (little pink things with prehensile noses) race. While investigating, come across some strange crystal formation in the mountains - clearly artificial in some way, because it is chased with weird runes in gold. The TechPriests seem eager to "open" it, and work to do so.
Out of the crystal comes a hideous mechanical construct - a monstrous thing. We would recognize it as something Necron, but Ricker and the others were too busy trying to stay alive. Many people died, and the others fled. The word was virus-bombed and cyclonic torpedoed etc. - utterly destroyed.
But it still haunts Ricker's dreams . . .
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So, Tomb World?
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Not . . . quite. I mean, it that works for the rules.
The idea I have in the back of my head is that the Necrons fought the Old Ones with various weapons - specifically created constructs. And some of them proved too tough to destroy. So, the Old Ones actually reprogrammed the constructs themselves - forcing them to take the shape of a crystalline labyrinth. It's not that the labyrinth is a prison, the labyrinth is the prisoner.
They defeated and imprisoned a bunch of these on planets around the galaxy . . . and then the Imperium started waking them up!
So, it is not a Tomb World - there is just ONE Necron thing there. But it is similar.
In my Sisters' background, the world is Ophelia VII and there was a genetically-engineered race of warrior-guardians left there which the Emperor himself fought against. I called that construct "The Seraph" and I supposed there could be seven of them scattered throughout the galaxy . . . The one on Ophelia was defeated (and taken over) by a Great Crusade era Tech-Priestess, and Rickers was destroyed, but the others . . . ?
I was thinking it would look like a six-winged serpent with lashing claws.
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Ah, so a random Necron thing, that works. DS what do you think?
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It's really between you and DK to figure this out :wink:! The "Rogue Planet" description is really more about the planet. There's not just one weird thing on the planet, the entire planet is weird and entirely off its natural course. Still, it is really up to you guys, and if DK feels strongly about his idea I'd have no problem with it.
You could even go as far as saying that, while there might only be one crystallized Necron, there is plenty of ruined Necron/Old One tech to be found on the planet, courtesy of an ancient battle between the two. Their battle affected the planet so thoroughly that it fell out of orbit, sending it hurtling through space, covering the surface in ice- and Ricker's exploratory expedition happened upon the frozen planet and accidentally activated the Necron sleeping under the ice- thereby uncovering all that ancient tech.
Just an idea, though, feel free to disregard.
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I have no problem with that at all. It might be fun to leave it vague - and perhaps even Ricker doesn't quite remember. He is an old man, and has done and seen a lot (and has had some kind of rejuvenant surgery). That might have impacted his memories. Is he remembering something he did, or something he was told or read?
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Except the babes, of course. Every story about the babes is true. Statistically, it is very probable he is your father.
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I like Ds's explanation the most. What about you Dark?
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Sounds good to me. Ricker will have a story about some fur-clad babe in an igloo.
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Piffft, of ccoruse he will.... :-P
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"Did I tell you about the time I was on Valhalla? Man, it's cold there - freeze the rivets right off a Sororitas' armor. Anyway, I was there with the XIVth Expeditionary - we were supposed to be providing fire-support from orbit, but there was a matter of protocol and so I shuttled down with my aide-de-camp - cracking little brunette Adept called Felicity. Lovely set of augments. And there's this chieftain's daughter, out there in the snow, bold as brass, in his skimpy little piece of fur. Could have put your eyes out, let me tell you. Felicity's awful cold and so, well, in the interest of diplomacy, you understand . . . "
(Ricker is not going to be a tenth as bad at this in the game - most of his stories will be about fantastic adventures, rather JUST gorgeous women.)
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Note too all, I have decided to post an update that will get us away from the boring stuff and in too the meat of the story. Yes there will be a few side quests along the way, however they will be short ones. For now, we fly!
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My goal is to read through the entire campaign this weekend and be ready to jump in on Monday.
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Got ya. Don't worry. Not much will happen in the mean time save jumping in too the warp and perhaps a conversation or two.
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I presume I am going to be very busy with making sure the ship isn't torn into shreds of unrecognizable metal and flesh by daemonic beasties, and so might not be available for too many conversations. This works out well.
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For far in too the story are you?
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The first few posts - I have been very active this morning with ordering new Sisters of Battle goodies and being excited with fellow SoB players on FB :)
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Also, DK, I forgot that you get one free item, so I went ahead and added a Good bionic respiratory system- which accounts for Ricker's health and strong voice (and also gives you a bonus against poisonous gases). Since it's good quality, they're not actually noticeable/audible, which is nice (no need to go full darth vader on us).
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Wait there are people who don't willingly go the darth vader way? Preposterous. Think of the chicks Ricker would get with that kind of voice.
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Ricker dare not have anything that might get him more chicks than he does already; his pelvis is NOT augmentic.
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A bit late (as always) but a big welcome from me DK! :happy: Great to have you on board and I love the character. :)
@Gankom: Yeah, the RT's are famously headstrong and reckless, but remember that Jace is a fanatic basically. If we were playing Only War, he'd probably been a Maccabian Janissary or a preacher. Also, while I, as a player, can know that Petrus is a good guy, Bane dosen't. Right now he dosen't trust him, but that might change, depending on his actions. ;)
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(https://s-media-cache-ak0.pinimg.com/originals/a3/5c/7e/a35c7ec9ca8eb94e6eba13aa99736f78.jpg)
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OK, so it looks like we might be going below decks to fight it out with a bunch of death cult assassins. As svelte and hot as those girls are going to be (insert rambling story about a girl on Calthinese XII with thighs bigger around than her waist who crushed a Traitor-Astartes' skull between them . . . ) it would be horribly out of character for Ricker to descend to lower levels himself - he is too-valuable to the operation of the ship, not to mention he is not cut out for that sort of thing.
But he knows the ship, so he can run things from the bridge, coordinating intelligence and reports and so forth. If Cap wants to have me handle the actions of some servitor or warrior redshirts, I can make the decisions for them (to take the pressure off him).
Just a suggestion to keep things "realistic" - I don't mind my character helping the action from "behind the lines" as it were.
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Icarus will surely go and lead from the front. He's not shy to do the necessary thing, but he understands the chain of command and each person's role on the ship, so he'll be cool with Ricker's decision. ;)
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OK, so it looks like we might be going below decks to fight it out with a bunch of death cult assassins. As svelte and hot as those girls are going to be (insert rambling story about a girl on Calthinese XII with thighs bigger around than her waist who crushed a Traitor-Astartes' skull between them . . . ) it would be horribly out of character for Ricker to descend to lower levels himself - he is too-valuable to the operation of the ship, not to mention he is not cut out for that sort of thing.
But he knows the ship, so he can run things from the bridge, coordinating intelligence and reports and so forth. If Cap wants to have me handle the actions of some servitor or warrior redshirts, I can make the decisions for them (to take the pressure off him).
Just a suggestion to keep things "realistic" - I don't mind my character helping the action from "behind the lines" as it were.
I was just going to say that. Ricker could act as the "eye on the decks" if you will.
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Desmond is going to play the devil's advocate a bit. He's good if Ricker stays behind to keep an eye on the monitors, it makes more sense then him hanging out at the back of the line watching Bane kill everything.
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Jace is just gonna go ahead and suggest genocide. It's the least time-consuming solution, after all ;).
Seriously though, if we do go hunt them in person... On one hand, Jace can cause some damage in a fight. On the other, as the ship's navigator, risking his life just to help with what is basically a morale issue might not be prudent.
Also, while Jace clearly doesn't have the patience to deal with some riff-raff cult, do we know whether they are actually hostile? It might be worth sending someone with respectable Fellowship score (that's you Gankom) down there and try out a bit of diplomacy...
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When your on a massive starship, sometimes the genocide is cheaper.
That's why I wanted to the priest to look into it. They might like a missionary more as a first contact, plus he's a bit more expendable. Once we know a bit more about them, Desmond will be happy to try and diplomacy deal with them.
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To be fair, if I recall his stats correctly, I think Petrus' fellowship is much higher that Desmond's, somwhere around 56 I think. DS, you still got that revised stat sheet I sent you?
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Oh Desmond will do it. It was going to happen eventually, and this way he as the excitement of being in on it from the get go. He can count on Petrus to help out if there's an issue. But I'm sure that would never happen when dealing with murder happy fanatics who may or may not be stockpiling weaponry...
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@DS: Also, is there a stat line for servitors? I dont recall.
@Gankom: Right...
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He's got 51, actually. I've sent you another copy.
Also, there a couple of stat blocks for different types of servitors, on pages 374/375.
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Ok, I'm having a dilemma here. I'm not seeing how Jace could contribute here- like Ricker, he's too valuable to risk in going below deck and exposing the cult (especially since we're currently flying in the warp- anything happens to Jace, and we won't get out again), but unlike the void-master, he's got no real contribution to make in leading the troops (especially since he's not too keen on dealing with lower personnel).
Sooo... I was thinking, maybe rather than shoehorning him in, I could play a different character for the duration of the cult-hunt? Since we're including a squad of armsmen anyway, I could take the role of their sergeant- while taking orders from Icarus. I've already rolled up something to that effect.
Would that be ok, or do you guys see some role for Jace that I'm not seeing?
Anyway, character below. He's a Dark Heresy character with 5500 XP (equivalent of a starting Rogue Trader character), since I felt it would fit better than the arch-militant (its more of a military, follow-orders type career than Bane's career). Let me know what you think!
Zuriel "Dakka" Attilas, Voidborn Guardsman
Spindly (2.10m75kg)
Age: 35
Porcelain skin, black hair, watery blue eyes
Long fingers
Grewe up on the Holy Venture
“There are no civilians in the battle for survival.”
Born in the bowels of the Holy Venture and sent to train under the ship's armsmen as soon as he could hold a gun, Zuriel, like many soldiers who serve aboard a Rogue Trader vessel, respects the God-Emperor, the hierarchy aboard the ship, and little else. The ship is his world- the only times he has ever set foot off the ship was during boarding parties and hostile planetary actions, and the latter have always made him uneasy- not for the violence (he's quite fond of that, really), but the great outdoors, the thought that there are no thick walls between him and the vast, empty space above, unnerves him.
Likewise, visitors to the ship (where "visitor" includes anyone who has lived on the ship for decades, but not since birth) feels uneasy around the tall, thin and pale guardsman looming over them. There is something entirely unearthly about him, as with most voidborn, that make it difficult for him Zuriel to fit in with "normal" people.
During his life Zuriel has learnt to use a wide variety of weapons as part of his training. That training, however, did not include things like tactics, diplomacy, or even reading, and so Zuriel tends to approach most problems with violence, and if that doesn't help, more violence. It's simply what he has been taught, almost since birth, and has earned him the nickname "Dakka" among his squadmates.
Recently, however, Zuriel has shown promise in directing a squad of men- inspiring them to perform the orders given to them by someone higher up in the ship's hierarchy. Who knows, one day he might make a decent lieutenant.
Characteristics
WS: 42
BS: 48
S: 44
T: 47
Ag: 27
Int: 31
Per: 30
WP: 30
Fel: 42
Wounds: 15
Fate points: 3
Insanity: 5
Skills
* Command
* Drive (Ground Vehicle) -Ag
* Interrogate
* Intimidate +10
* Medicae
* Speak Language (Low Gothic) -Int
Talents
* Basic Weapon Training (las, SP, flame, bolt)
* Heavy Weapon Training (SP)
* Melee Weapon Training (primitive, chain)
* Pistol Training (las, flame)
* Rapid Reload
* Sound Constitution x3
* Swift Attack
Gear
* 80 Throne Gelt
* Hammer
* Las pistol (one charge pack)
* Lasgun (one charge pack)
* Shotgun (12 shells)
* Knife
* Guard flak armour
* Uniform
* 1 week corpse starch rations
* Mercenary license
* Chainaxe
Special
* When spending a fate point, roll 1d10; on a 9+ it is not lost
* -5 Fel when dealing with non-voidborn
* Navigation (Stellar) and Pilot (spacecraft) are basic skills
* Immune to space travel sickness; zero/low gravity environments are not difficult terrain
XP spent
550/499 Conscript
* WS (simple) -100
* BS (simple) -100
* T (simple) -250
* Sound Constitution -100
1000/999 Guard
* BS (intermediate) -250
* Heavy Weapon Training (SP) -200
2050/1999 Armsman
* Basic Weapon Training (Flame) -100
* Pistol Training (Flame) -100
* Rapid Reload -100
* Sound Constitution -100
* Swift Attack -200
* S (simple) -100
* WS (intermediate) -250
* Intimidate -100
3050/2999 Sergeant
* Intimidate +10 -100
* Basic Weapon Training (Bolt) -100
* Melee Weapon Training (Chain) -100
* Interrogation -200
* Fel (simple) -500
5550/5625 Veteran
* Command -100
* Medicae -200
* Sound Constitution -200
* S (intermediate) -250
* T (intermediate) -500
* Fel (intermediate) -750
* Int (simple) -500
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I'm fine with it if the DM is essentially. I also have a bit of a hard time seeing Jace tromping around with us, and even with him through a mic there isn't a lot for him to do. Except maybe stay close to Hasarian and see what happens.
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I'll be on the bridge flirting with the tactical officer's junior aide, who I imagine looks like Kate Upton.
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Nah you must be thinking about the quarter masters assistant. Tactical officers sounds like a Kate Beckinsale type.
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You're right, of course. Adjunct Tacticana Katerina Bechensal (Lieuteant, j.g.) and Deputy-Assistant Provisionator Catey Liftberg.
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You could allways be the Holy Venture's enginseer/explorator, DS. Considering the Hasarian family background, I dont why there wouldn't be one on board.
However I am ok with you playing the sergeant. Btw, the imperial navy equivalent rank you would hold is called, sergeant-at-arms or senior armsman.
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Gotcha. I think I'll go with Zuriel for now- kinda like him, really. I did want to ask about his gear, though. Based on his talents, I added a chain axe and heavy stubber to his list of gear, which seem appropriate for the mission; since his job is to bring the firepower near vulnerable areas, I picked the biggest melee weapon he could use, and a solid projectile heavy weapon rather than anything explosive/flaming. Does that sound ok, or should I drop one?
Also, should I roll up the other four armsmen (using Only War rules, perhaps), or do you want to just use the Hired Gun profile for them?
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Another Guardsman! That's great, I love the idea. Welcome comrade at arms. :happy:
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There is actually a stat line for house troops. I'll send you it when i get the chace.
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Ok, great.
@Xath; While they're both shooty-choppy types, I think Bane has more tactics skills and such, while Zuriel is focused exclusively on fighting and leading his squad into the fight (seriously, the guy can't even read). He's also your subordinate fluffwise, so feel free to boss him around or send him to a grisly death for a fleeting tactical advantage!
Also, to introduce him, might it be appropriate if you call him up as one of those men you'll select? Just thought it would make more sense for Zuriel to be introduced that way.
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I sure will Demonslayer! However Bane does not send his men towards a pointless death, as he genuinely believes that to waste a life is a gross affront towards the Emperor. He spends this coin wisely, and not like a frothing butcher with nor moral compass. ;)
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Also, DS, don forget that armsmen only carry shotguns or stubpistols for ranged combat on board ships. Sorry mate.
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"It is the duty of the guardsmen to die; I simply order them to do so in a manner most beneficial to the Imperium." ;)
Also, DS, don forget that armsmen only carry shotguns or stubpistols for ranged combat on board ships. Sorry mate.
Ok, I'll remove the weapons I listed and update his talents if need (so that he can use SP pistols)
As an aside, I added a bit of a bio for Zuriel!
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I'm sure grisly deaths will arrange themselves in short order. Hopefully more so for any that stand in our way.
Looking back, I got us that Volcano Autopistol back on footfall. Who's the best person to give that to? Who's going to make the best use of it?
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Well I assume that you are the one carrying it right now Gankom? With that in mind either keep it oy give it to who you feel is most appropriate. You do have the highest bs if I recall however. That being said, I am equiping you all with shotguns temporarily.
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Oh I'm a fan of shotguns. I just didn't want to lose the autogun in the paperwork so to speak. I'll hang onto it then for now.
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Shotguns in 40K are awesome. I love their bulky, chunky look. Can't wait for some action below decks. :biggriin:
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Can't wait for some action below decks. :biggriin:
That's Ricker and Bechensal back up on the bridge if you guys don't need tactical input. :)
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Ah, but will 40k Ricker go the way of ST Riker and find a wife? Perhaps the ships astropath?
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Ricker is married to the void. But that doesn't stop him giving Bechensal tactical input.
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Heh tactical input.
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LOL!
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@DK: Since we are on the topic, on page 6 of the IC thread you may have noticed that Sun Lee and Hasarian are rather close. I plan on expanding this little romance over time but for now it's on the back burner. Just warning you, don't make a move, Hasarian will kill you :P
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Hasarian has nothing to fear from Bane. His only mistress is his duty. :-P
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@DK: Since we are on the topic, on page 6 of the IC thread you may have noticed that Sun Lee and Hasarian are rather close. I plan on expanding this little romance over time but for now it's on the back burner. Just warning you, don't make a move, Hasarian will kill you :P
I rather like the idea of Ricker with Bechensal, TBH. It's alright playing a player, so to speak, but you come across as a slimy jerk. I think Ricker has loved lots of women in his life - but only one at a time. He is more James Bond than Hugh Hefner, you know?
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Thank the Emperor for that! Don't want the female crew members wearing bunny ears now do we! :P
Still thanks for clarifying Darknight.
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And I apologize for adding in an Adjunct Tacticana if that wasn't your plan - but I think she could be a fun character. It might be an opportunity for me to get into combat too - similar to how DS is "playing" an armsman. If it is a situation for combat on ship, Katie might be a more realistic choice than Ricker charging in.
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See this? This is exactly why I didn't roll up a guardsWOman.
I did play a womanizing alien a couple of years ago, in a game of Star Wars, who was hitting on every female he met. Including other party members. Including the GM's wife. Good times.
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Ricker is careful who he hits on in the Navy; as I said, statistically, it is possible he is your father.
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Desmond is from a different planet, very far away. He really hopes Ricker didn't make his way out there in his long career. Who knows how the lonely women of the frontier would react if such a man found his way out there.
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Oh, Ricker has stories about frontier women . . .
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Three hand bows, 5 flintlock pistols, two full sized crossbows, a dozen bolas, 7 knives, a sword stick cane and a falchion like Bane's.
Ricker needs one of those. A bladed pimp stick. Yes.
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I thought you said hes not Hugh Hefner, nows hes a pimp!?! :P
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Come on now guys. We live in the far future. A sword stick cane? pfft. A chainsword cane more likely, or a power sword.
Just remember to stick them with the pointy end, or in the case of the chainsword, the end with teeth I guess.
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Erm, I just added the feudal world thing for flavor. I never intended it to mean something.
Way too make me scratch my brains Gankom! :P
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Lol and here I thought I had picked up on some secret cult symbolism. It was such good flavour I immediately thought it was important!
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"No flirting on the bridge"? If I'd known this was a puritan ecclesiarchy ship I'd never have signed up . . . :)
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Well I did write it for a reason Gankom. That reason being I needed the weapons to come from some where!
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Somewhere nefarious I bet!
And don't worry dk, we all know the best starship romances are the secret hidden from the captain ones.
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I rather get the impression the "Holy Venture" is a seething hotbed of passion.
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You may have a point. Between Ricker and his crew, Bane and his guns, Petrus and his flamer and Hasarian with his scary space lady friend we're practically the Emperor's Love Boat.
Don't know about Jace though. Perhaps him and Desmond can get into a fight over one of our newly 'hired' courtesans.
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We already established the existence of a quartermaster's-mate who looks like Kate Upton. She wants you to play her browser game.
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Yeah but think of all the microtransactions. That's how they get you.
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I recently read an article where someone spent ONE MILLION DOLLARS on that game.
You could have bought Kate Upton for that.
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They did! That's probably why she's in the commercials in the first place.
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I recently read an article where someone spent ONE MILLION DOLLARS on that game.
Well that certainly puts that time I spent like 5 euros on Plants vs Zombies in perspective...
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All that talk of women, and Bane is just like "I do love my guns and speaking like I've just came from The Dark Knight Rises". :-P
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Right, so - Ricker (and Bechensal and the rest of the Adjuncts Tacticana) will be monitoring any sensors or other intelligence sources as the situation develops. His goal will be to feed intel back to Bane and the rest via comms of fighters approaching, traps, ambushes, or anything else. Ricker will have as many Adjuncts Tacticana doing this as can be spared from normal ship operations.
So, if it comes to a point where Ricker knows something which should be conveyed, let me know here and I shall post in the IC thread communicating to the 'low decks posse.
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You may communicate whatever what you feel like DK.
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Yes, indeed - but I need to know WHAT Ricker knows, you know? :) It's no good me saying "There are a thousand Hand converging on your position from aftwards!" if that isn't what is happening.
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Fair enough. To be clear, Ricker can only see whatever the hall cameras see though the cameras in the lower decks are spotty at best. There is a way around that however. You can ask the team to relay video though their dataslates or perhaps through one of the servitors. You will have to ask them though.
You can also hear what they hear via the comms.
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Gotcha. Well, Ricker is going to try to co-ordinate whatever intelligence he can from disparate sources (including any maps of the lower levels). If he gets something that seems like it might be useful (particularly if he sees people that look like they might be the Hand sneaking up on our heroes' location) he will give a warning. If you can tell me here I can post in character; "Run, Bane! They are coming! And they have a sheep!"
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"It dosen't matter who they are. What matters is their plan." :-P
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I just posted this in the IC thread;
<Placeholder post: Ricker will say SOMETHING here - either a warning about approaching people (if he can see them) or a confirmation it is safe (if he can see there are no people) or a statement he has no intelligence about this particular junction because he cannot see. Cap; can you make an appropriate check and let me know the result in the OOC thread? Then, I will edit this post here.>
Let me know what Ricker knows, and I shall drop it into the IC thread in Ricker's inimitable style :)
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I just posted this in the IC thread;
<Placeholder post: Ricker will say SOMETHING here - either a warning about approaching people (if he can see them) or a confirmation it is safe (if he can see there are no people) or a statement he has no intelligence about this particular junction because he cannot see. Cap; can you make an appropriate check and let me know the result in the OOC thread? Then, I will edit this post here.>
Let me know what Ricker knows, and I shall drop it into the IC thread in Ricker's inimitable style :)
Per check: 23 pass!
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Great - what do I see / know?
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A body and perhaps a figure just ahead of the party.
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I'll post today, I promise. Shit's getting in the way... :icon_redface:
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Np. Ricker is just enjoying the view on the bridge.
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Well as I am sure you have all noticed X-Mas (and New Years) is almost upon us. Thusly, the thread will no doubt slow down. As such I wish to inform you that even though I don't do holidays, I may still be sucked in against my will to a X-Mas Eve dinner. Otherwise you many contact me at any time.
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Perfectly understandable! I've been running around madly to get ready for the Christmas season or seeing family.
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Same here. Christmas and the end of december, are quite busy!
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Also, I plan on updating the IC thread as soon as I can. However that may not be untill after new years. First, because many of you will no doubt still busy and second, I am working on a number of projects and have an number of tasks I in too do IRL.
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No worries Cap, we'll all be here. ;)
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Right, so tonight is new years. So I have desideed to post an update regardless, in the hopes of getting another little bit done before January.
I hope you all don't mind.
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Somehow I doubt we will. 8-)
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Not me! :biggriin:
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Alright, Bane's gone chasing after the thing. Cap; Ricker wishes to use the various sensors and auspices down there to feed intelligence to the team. Please make the appropriate check for me and tell me what intelligence I can pass to him.
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Pass intelligence to us? Surely you mean more rambling stories of conquest and bravery? :engel:
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Same diff in the Imperial Guard :)
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All good guardsmen know that Military Intelligence is a very special kind of intelligence. One in a category all it's own...
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Ricker is not military.
And Bane is certainly not intelligence. :biggriin:
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Ricker is totally military - he's ex Imperial Navy.
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Boots on the ground Darknight - that's what wins wars. ;) At least according to Bane. Because I personally love the Navy. :happy:
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You know two of my mentors were in the Royal Canadian Navy back in the 50s...
Glad I never joined the armed forces.
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You know two of my mentors were in the Royal Canadian Navy back in the 50s...
"Oh, the year was seventeen-seventy-eight . . ."
Glad I never joined the armed forces.
"Now I'm a broken man on a Halifax pier . . ."
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Just goes to show you why you never really hear about Canadian Privateers. Clearly they didn't have a great career.
I blame the yanks.
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Oh don't get me wrong, they had some of their best times in the navy and I enjoyed their stories, but I'm not big on water in general. I briefly thought about the army and the RCAF, but I was dead set on becoming cop. Never did though. I don't work or play well with others so those environments would have been hell for me.
Instead I ended up becoming a weapon expert. Go figure...
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Xath, you passes your BS check, 13. I'll post the results soon.
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Waiting for it! :biggriin:
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So anyone think it's worth it to send an armsman or two back with the bodies rather then stash them? Perhaps with one of the servitors carrying the corpses.
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That's an idea Gankom. However it would have to be an armsman and a maintenance servitor you send back.
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Meh, he's been lying around for 20 hours now, a little bit longer shouldn't be a problem ;). Honestly, Zuriel'd probably rather not send squadmates away when there's hostiles around, but then again, he's not the one in charge!
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I say we stick with max number of people. These lower decks are dangerous!
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@Everyone: Note, that exp will be rewarded after this section of the campaign. In case you are wondering.
@Xath: Oh you have no idea how dangerous! :icon_twisted:
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Well if you guys want too stop playing you can just say so! :p
Seriously though, how are you guys?
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I am fine. I am waiting for our hairy men of action to do something before I post something, although Ricker could continue to flirt with Bechensale on the bridge if people want.
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Reading the place where we left it, it is possible people are waiting for the GM to say "Suddenly, a wild cultist appears!" so Bane can say "Bane uses shotgun!" and we can roll to see if it is super-effective.
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Reading the place where we left it, it is possible people are waiting for the GM to say "Suddenly, a wild cultist appears!" so Bane can say "Bane uses shotgun!" and we can roll to see if it is super-effective.
Not necessary something so obvious, but yes, I was kinda waiting for something to react to. We already estabished that we were going to walk through the halls, in search of anything suspicious. I like the description of the halls you gave, but without further details, I suppose we keep walking and keep looking for anything suspicious.
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I just got back from a birthday weekend so I was a bit AFK, but otherwise I agree with Demonslayer. Desmond is pretty much going to continue walking along until they find something interesting, or perhaps come to a place they can do stuff.
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Ricker is not going to go to a place where he can "do stuff", ifyounowotimean, because then he would have to leave the bridge.
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Ok that should do it! Thread updated/edited!
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Rolled 89 for my fear test. Failed by way more than 30, which means 1d5 Insanity points. And of course I roll 5, meaning Zuriel goes halfway towards his first mental disorder!
What can I say, when Zuriel panics, he panics badly ;).
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Is there a particular way you want us to roll this, or can we use any old dice roller? Just want to check. An old DM of mine was very strict in this regard, where as others are more casual.
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So long as you think said dice roller will get you an accurate result, then yeah it's fine.
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I use rolz.org usually, which works pretty well.
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I have rolled 37, which puts me under my will power of 48. It'll take more then a little darkness to make Desmond shiver.
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Update is tomorrow guys. :biggriin:
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Note, that on Sunday I will be running a character creation session for a Pathfinder campaign with my friends.
Yes, I am a very busy GM!
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Well DS I rolled for your shooting and you got a 98! ::heretic::
Seems the hurt train keeps coming eh...
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Man, I am so glad on the bridge and the only thing I have to try to hit is Lieutenant Bechensal.
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Desmond is happy there's plenty of people in between him and the gribbly. Perhaps after we deal with these fanatics, he can detail a group of redshirts to come down and catch the random fauna of a space ship. For science of course...
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Updates should be along Monday or Tuesday.
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Sorry guys, as I've written in the "Unhappy..." section, I'm not feeling well atm, but don't worry - I want to play and will do so. I hope to stick around more. Bane, after all, has a bit of shotgunning to do. :evil:
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Updates will be up later tonight :biggriin:
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Sorry guys, as I've written in the "Unhappy..." section, I'm not feeling well atm, but don't worry - I want to play and will do so.
Hope you feel well again soon! Take care!
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It's like a wave - once it's big, other time it's small. Right now it is manageable. Thanks for the kind words Demon. :smile2:
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Hope life gets easier Xath. I've never had it that bad but I've had touches before and wouldn't wish it on anyone.
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Thanks Gankom, me too. This is the worst thing that can happen, I think, but at least there are times when it goes away for a while.
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We got your back Xath!
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And I appreciate it Cap. I really do. Thanks you all. :smile2:
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Praying for you, Xath. Hope everything gets less-worse :)
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Thanks Darknight! I hope that everything will be fine, with all of us. :smile2:
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So, to summarize, Zuriel drops his bolter, which was actually an autogun, to grab his chainaxe and shoots the mutant twice with his shotgun? Talk about a weapon's malfunction :icon_lol:.
Not that I'm complaining; beastie's dead, after all.
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Woops! Well hes still dead!
EDIT: Still fixed it anyway
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I love how all of you just assume that the guy you just killed is a mutant, rather than just a big dude! Classic 40K logic! :p
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Lol that's why Desmonds examining the body. He was just trying to chill down here in the dark, next thing he knows people are screaming, someone's shooting and a dude's dead. So very messy down here in the hull.
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"Chap looks different to me? Must be a mutant, clearly."
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Imperium's number one rule (except venerating the Emperor): shoot first, ask questions never. The Emperor will know his own. :-P
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I love how all of you just assume that the guy you just killed is a mutant, rather than just a big dude!
Zuriel just gained five insanity points, I'd say he's entitled to a poor judgement call or two ;).
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To be fair, being insane in the 40K universe is a positive advantage.
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Also if the Emperor didn't want him dead, I'm sure he could have saved him. The fact he got eviscerated and shot at means the Emperor WILLED IT!
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Note that will three RPGs on the go, updates will be slower. Every Monday or Tuesday.
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3 RPG's eh? Busy man!
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Yeah. This one, a Pathfinder game and the one ran by DS over at OGB forums. I plan on maybe doing a Call of Cthulhu and perhaps a WFRP 3rd ED game on the fourm some time in the future.
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Call of Cthulhu sounds interesting! Let me know when you start, I've always wanted to play a game in that setting.
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Call of Cthulhu sounds interesting! Let me know when you start, I've always wanted to play a game in that setting.
*Waves tentacles in excitement!*
Seriously though it's one of the toughest RPGs out there and is not for the faint of heart. Curiosity rewards the investigator with pain, suffering and his or her fall in too unavoidable madness & blood.
Matter of fact it is recomened that players don't get attached to their characters or even put too much story in too them! Yes you heard me, you are expected to die!
The level of lethality is so high, they had to make a brand new book with new rules too make the PCs tougher! ::heretic::
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Heard the rumors, I have the rulebooks, but never got to play a game in it. Definitely interested!
I've got the rulebook for v5.6 and for 7th edition- let me know which one you want to use and I'll start reading up on it :)!
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Lol I got a similar warning about 40k and we hammer rpgs being so lethal.
I've always liked the Lovecraft stuff. Really mind warping.
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Lol I got a similar warning about 40k and we hammer rpgs being so lethal.
Yeah but at leat you can defend yourself in the 40k rpg stuff. In CoC you are expected to fight creatures that would make a spawn of chaos poop it's self, with guns from the 1920s and earlier.
Not that guns from that era are bad of course, but still...
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I can realte. Aside from playing with you guys, I'm also running two weekly WFRP games (one online and one IRL), one monthly WFRP game and I'm also playing V:TM. I still have a lot of time for other things, surprisingly. :biggriin:
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Wait... you wanna fight these guys??? :ph34r: :Ohmy: :mellow:
Ok then....
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I don't. Zuriel does :icon_wink:.
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I was going to say something about diplomacy, but at this point I've come to accept that this pretty much is diplomacy for us.
That said, Desmond is going to take discretion over valor and hang out at the back.
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None of you have as much discretion as Ricker.
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Maybe I should've asked this earlier, but how many of the armored people are there, anyway?
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Three + the two in the back with whatever they have chained.
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Oh, *now* you ask. After shooting them and antagonizing them and insulting their taste in pop music.
You're all dead men.
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Desmond is standing by the back. He'll happily push Petrus forward while he runs away.
Any fun ideas for this? We could push servitors forward and see if it distracts them long enough for us to be clever/fall back.
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I'm going to run out of servitors to send to you boys.
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Alright then! Thread updated DK! :-P
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I'm feeling . . . . puckish.
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I'm here. When it's not my depression, it's the bloody forum crashing on me. Hopefully nothing worse will happen, for some time now. :dry:
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Here's the update, Xath; y'all gonna die in the bowels of the ship. I just sent teams of servitors who are going to shoot anyone not singing an Ecclesiarchy approved hymn.
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Fun times ahead. The Emperor will recognise his own. :biggriin:
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That, or we're seriously underestimating the armored blokes, and not even the God-Emperor will recognize us once they're done tenderizing our faces with their fists ;).
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Works either way. No mercy for the unsure. :biggriin:
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I fielded Ogryns in a game once, and they got beaten in their first combat and ran after only a few wounds. Totally happens all the time right? Just nick them and watch them run.
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I got everyone to sing. I am so happy.
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Desmond's a follower. Everyone around him starts to sing, he'll nervously join in and desperately try to not forget the lines.
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[OOC: We charge the bastards and dismantle them in CC.]
:Ohmy: Ok then.......
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Best not forget the lines - the Servitors will just straight-up shoot you.
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Well, the brown has hit the fan now, DS, you only have two hit points left! ::heretic::
Also Xath you are armed with a Falchion, one of these things: https://en.m.wikipedia.org/wiki/Falchion
Or did you go ahead and grab a extra chainsword from the armory before you left?
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Yup Desmond's just going to stay near the back and take his aimed shots. All that close combat looks rather messy for him.
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The armor, it does nothing :icon_eek:! Are those power weapons they're carrying, by any chance? By the way, Zuriel has 15 wounds total, so if he lost 14, he'd be left with only one, not two.
Also, I'm assuming I failed to parry the attack?
Attacking these guys in melee is the only sensible option, since our ranged weapons lack any sort of armour penetration- mono knives (like the crew's) and chain weapons (like Zuriel's) are much better at getting through that thick plate. Shooting from a distance means we don't have to get near them, but since they were so close they'd be hitting us with melee weapons this turn anyway.
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Nope. Just regular blades. Guy rolled a 10 for dmg. As for armour and parries....
First I don't recall you having armour on your head. If so, you may amend that and take back the appropriate amont of it points you lost. That shouls be 2 hp I believe, if you are using a flak helmet. Of course, I may also be forgeting how armour works. There is a lot floating around in my brain!
Second, I most certainly forgot about parries. However you are also fighting two dogs, one of which has you grappled, so I doubt you would be able to parry anyways. If you would still like me to roll, let me know.
As for it being sensible, know that if you keep this up you will die. All of you. Each of the armoured guys has a total on 40 hp + their armounr of 7.
Trust me staying is not a good idea hope that's clear now.
Right, now I have to save all of you somehow.....
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Zuriel has guard flak armor, which is listed as having an armor value of 4 in all regions. Which is doubled to 8 against all primitive weapons- meaning at the very least the brute's sword (swords are listed as having the Primitive trait).
The dog's bite, I'm not sure- animal teeth are not listed in the list of weapons, so it's your call whether it counts as primitive or not (but I'd say an animal's bite is no more effective against armour than, say, a greatsword, which does count as Primitive).
Taking that into account, Zuriel would ignore 12 points (including 4 from Toughness) of damage from any Primitive attack. I don't know how much Strength the brutes have, but even if he rolled ten for his damage, he'd only deal (10 + SB - 12) damage. However, since he did roll 10 for damage, he is eligible for Righteous Fury- if he hits again, he deals 1d10 + S extra damage.
The dog's attack of four damage would be ignored entirely, since even if it didn't count as a Primitive weapon, Zuriel would ignore 8 points (4 armour, 4 Toughness) of damage.
If you decide not to roll for Righteous Fury (or if you've already rolled earlier but didn't hit), Zuriel only the brute's SB -2 wounds, not 14 (in which case I'd like to not spend a fate point to restore 1d5 wounds!).
You're right that Zuriel does not get to Parry while being grappled- I didn't realize he was being grappled!
If you could let me know how much damage Zuriel takes (brute's SB -2, Righteous fury) I'll update my action for the following round accordingly :)!
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Each of the armoured guys has a total on 40 hp + their armounr of 7.
Against a chainaxe and our soldier's mono-knives, that's reduced to an armour value of 5, which is the higher end of medium, not great. And if it is primitive armour (which I assumed from the description, but I suppose I could be wrong) that 7 is halved, then reduced by two (so 1 armour point in total). I'll assume five though.
Still, all our characters know is that they're up against three big guys with thick armour but laughably poor weapons. Not armour points. Not wounds. That means all they see is three big guys, while there's nine of us- so we outnumber them three to one. Zuriel likes those odds. Then we consider that we're far better equipped- guns, mono-weapons, chainaxes and superior armor on our side, big iron sticks and metal plates on their side. Then we consider that seven of us are trained military dudes, with an ecclesiarchy priest to bolter our spirit to back us up, and one of the captain's closest advisors that we need to protect.
Also, they step out of the shadows, menacingly, saying nothing about their intentions but with their weapons ready. It was obvious we're not gonna sit down for tea (especially since we just killed a guy who looks a lot like them) ;).
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Desmond continues to be glad he's not on the front lines. He'll try and shoot some doggies.
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Ah, thank you DS. Combat is not my strong suit.
We can safely assume the Handler that hit you has Righteous Fury. Considering who these guys are that makes sense.
Also, you forget that the big dudes also have shields. Also I never fully described their weapons. Yes the Hand Cult do like too do things the Old fashioned way and on the sneaky. However these guys don't do sneaky, quite obviously. So it's safe too assume that the weapons they have will still hit like the fist of the Emperor. The dogs are not normal dogs that are just wierd looking either, but you know know that yet.
That being said, there are still a number of servitors on the way who can do the work for you.
As for them being menacing, you guys did kind of shoot and ask questions later from the very beginning.
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Despite Desmond whinning about it in the background. I'm sure an opportunity to diplomacy will appear eventually.
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I'm sure an opportunity to diplomacy will appear eventually.
And I'm sure we'll screw that one up as well ;).
Updated my post according to the changed outcome, by the way!
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I did have a sabre! Ok, then I'll change my post and now it's time to... leg it! :biggriin:
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Note that the dog that is grappleing Bane did not go you an opposed strength check too keep Bane in place. Otherwise it would have faild, it's just along for the ride.
Sides which, it's a story element that I felt I should implement
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I have a question for you 40k RPG experienced gents. I've convinced some of my friends to give Rogue Trader a try, and we'll likely be running through one of the modules. Possibly the one in the back of the core book. Don't know how many players will end up in it, so far 4. Any tips for DM'ing Rogue Trader or other 40k rpgs?
I've got years of experience running D&D, but it's all fantasy games.
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Note, I'm sick. :Ohmy:
So updates will be slow.
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That's too bad man, hope it's nothing too serious! Get well soon!
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@Captain: take care and get better soon!
@Gankom: I've only ran DH 1st edition for maybe a year, total. I've also played it a bit. To me it is the best 40K RPG out there, altough there was a time when I've hated it with a passion, due to a player, who was also a massive asshole. That said, 4 players is the optimal ammount, I think. One more and it can become hard to keep track of everything that goes on. Encourage your players to make notes during sessions. I've used a technique of "3 sessions, 3 notes per player" and then gave the scribe a 30 points for his/her work. Notes are important, because I don't remind my players of the events that they've experienced. It's their job to remember that.
When dealing out XP, I use the following system, taken from my games of WFRP. Works like a charm.
- 40-70 points for the game itself.
- 5-10 points for good character roleplay
- 5-10 points for rp'ing one's home planet/ship/hive etc.
- 5-10 pts. for rp'ing religion and one's way of venerating the Emperor.
- 5-10 pts. for rp'ing one's doom.
- Given that this is Rogue Trader, I would also award points (5 max) for rp'ing any alien races in an appropriate way.
- Additional points for ideas that managed to push the adventure forward. Ingenuity etc.
Don't take any shit from your players. Constructive criticism is always good, but if anyone will give you lip for killing his special snowflake, tell them to go feth themselves. Which brings me to my final advice - remind your players that this is a 40K RPG. Lethality will be high and they must accept it, if they want to play.
Good luck and have fun. PM me if you want any more advice. I'll be glad to help.
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No problem Captain. I know the feeling, I just got over it as well.
@Xath. Thanks for the tips. They wanted to play this because of the lethality, so they expect. It's also been my D&D group that I'v DM'd for years. They've learned who rules this table with an iron first.
it should be good. So far we have a seneschal, an exploratory (Likely heretek), a navigator and a traumatized combat medic.
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You might want to consider getting some NPCs ready to fill the more vital positions aboard the ship- a rogue trader, astropath, void master, stuff like that- but be careful that they don't outshine the players. Your seneschal player can be a really good choice as the "power behind the throne" for a Rogue Trader who holds that title in name only, but lets his subordinates make all the decisions (while he confines himself to the captain's chamber with his mistresses or something).
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Thanks DS!
I'm planning for all that. I've come up with an NPC for pretty much every class and a few of the officers if they end up needed. Just bare bones stuff for now really. I'm just going to run one of the shorter intro modules. If they like it, we'll flesh stuff out a bit more and run bigger stuff.
None of them are interested in being the Rogue Trader, so their going to act in his name. The Captain is an old officer who's just been given the warrant as a gift/insult. He doesn't care about it except as a cushy retirement for the ten or so years he's got left. He's pretty much delegated his lifelong senior officers (The players) to look after things. If they do good he'll make one of them the heir. He'll be aboard the ship partying it up but they'll be his agents.
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Also, I don't know how applicable this is for you, since you said you were running a module. But if you plan to use a custom-made star system, I recommend using Stars of Inequity- which will help you generate everything from a star, planets (including position, size, gravity, and atmosphere), climate per planet, continents, landmarks, civilizations and even things like available resources and unique animals. Its quite a bit of work, but definitely worth it!
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Right so, after the most debilitating cold I have had in over three years, I may still feel like a..... pile of garbage, but it's a less huge pile of garbage, then a few days ago, so that's good! I shall endevor to get some updates to you on Monday.
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Awesome! :smile2:
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Right, since this is the first interaction you are having with the crew, I should go over the ranking system of the Holy Venture. Sorry it it's a bit wonky.
Captain
(Hasarian holds this Rank)
|
The Captain's Inner Circle, Command Staff & Important Crew
Void Master - Senechal
(Ricker holds this Rank) (Desmond holds this Rank)
|
Arms Master - Master Navigator - Master Enginseer - Mistress Astropath - Head Missionary
(Bane holds this Rank) (Jace hold this Rank)
| | | |
Navigators Enginseers Astropaths Missionaries
Trusted & Common Crew
Crew overseen by the Senechal: Crew overseen by the Arms Master:
The Deck Masters - The Household Troop Commanders & Gunnery Commanders
| |
The Crew Masters - The Household Troop Unit Leaders & Gunnery Deck Masters
| |
Crew Members The Household Troop Sergeants & Gunnery Masters
|
Household Troops & Gunnery Crew
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Really helpful diagram - thanks Cap! Also, I'm back. Again. Unfortunately my current state is rather unstable, so... I might dissapear again. Will try to remain for as long as possible.
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Hope things get better quickly buddy. We're always around if you need anything.
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Thanks Gankom. You can count on me as well, no matter how bad I'll feel.
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Sorry I haven't been around, lads - but the notifications didn't come through! Fortunately, I am just up on the bridge for this bit so I don't think any problems have occurred by my absence.
I presume that Ricker is at least familiar with this Thant fellow - I have proceeded on that presumption.
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Updates on Wednesday! :biggriin:
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Awwww yesss!!!! :biggriin: :biggriin: :biggriin:
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If I need to make a roll to get the 'tween-deck nerds to know stuff, then can someone please make it for me. Otherwise, I am just asking the savants.
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I love how you used the ancient term "nerd". :biggriin:
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In many ways Nerd is Desmond's whole job description. Does that make Bane the ship Jock, and Jace the ships weird occult kid?
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Ricker is clearly the old principal who just doesn't get it, man.
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Bueller....Bueller....?
(I'm aware that's the teacher not the principle, but it's the principle of the thing!)
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MAHONEY!!!
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I've just imagined Bane, wearing a jock's jacket, like they have in US colleges, while trying to impress chicks, by memorising the easiest poems, he can get his hands on. :biggriin: Thank you. :smile2:
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Sounds like our next acquisition.
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Right so, game thread updates will be this coming Monday.
This Friday (the 23rd), I'll be posting some fluff on the lower decks (your current location).
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I'll be waiting with interest. :)
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Indeed!
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The as promised fluff-
***
Purpose built for the Meritech Wars in 215 M41, The Holy Venture has seem many a battle over the years. From Battering Clan ships in to oblivion, to being raided by Freebootas, The Venture has stood the test of time. Though at first not in the hands of the Hasarian family, Maranum Hasarian, Markus' Great Grandfather, took over custody of the ship after the Wars as a reward for his service.
Once in the hands of Captain Hasarian's Father, Mainard and his Grandfather Marun before him, Markus took control of the ship as well as the family Warrant after his older twin brothers, disappeared in The Exspanse.
Like many ships of it's age The Venture has it's fare share of quirks and dark secrets.
No where is this truer then the area in the bowels of the ship known as "The Lower Decks"
Home to the ship's Enginseers and various support crew, they run ajiacent to the Engine and Reactor Decks and as such are littered with Mechanicus Shrines.
By far the most populated part of the ship, a hold over from it's old war days, the deck is teeming with life and his a constant buzz of activity, despite the darkness. This darkness is all encompassing, near total, with the dimmest of light kept working so as crew can move freely enough to do their jobs. This perpetual night cycle is another hold over from the Meritech Wars and is enforced by the Enginseers that make these decks their home, sometimes with the edge of a power axe if the need calls for it.
Thus it is unsurprising that crew from this area are adept night time workers and fighters. Many often accompany House troopers during raid or expeditions to Night Worlds.
Sadly The Lower Decks are also home to the strange band of hunter killers known simply as "The Hand". One of the skip's aforementioned "Dark Secrets", no body knows who they are or how they came to be on the ship. Well nobody who is able to talk anyway. Perhaps the truly ancient crew know something but most are either dead or in cryo-stasis.
As for the actions of this death cult, they leave only the bodies of Enginseers, servitors and the rare corpse of a bionics enhanced crew member in their wake. While tame as far a death cult standards go, they do pose a threat unless they can be controlled.
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Updates on Tuesday.
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Updates on Tuesday.
Tommorow's gonna be a good day. :mrgreen:
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Looking forward to it!
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Update!
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I am, obviously, not having much to do with this - but just to make everyone aware Ricker is listening in and so forth. And expressing (privately) to Katie his view on chaos in the upper decks.
I begin to think Jace's option of just venting the decks to the void was the best . . .
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Alright, explanation of Ricker's crazy idea (which he has in his head) - if the Hand leader these guys get is high-ranking (and knows Hassarian by sight - knows him well-enough there is no way to disguise) then Ricker will present himself as Void-Master Ricker, speaking for the Captain. If the Hand leader is unfamiliar (or only familiar enough that a disguise would work) he will present himself as the Captain (perhaps using suggestive language such as "You may call me Captain" etc.)
Ricker will also make use of his bionic advanced breathing apparatus in the event of the compartment having to be voided - he will meet them seated on a throne / chair and harnessed into it under his clothes. He will also have an emergency supply of oxygen surgically attached, allowing him to survive for a while if the compartment is voided . . .
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Holy Throne, Ricker has balls! That plan is just crazy enough to work. :biggriin:
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If you're going to be called Void Master . . . .
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If you're going to be called Void Master . . . .
Taking your title a BIT too literal, old chum. :happy:
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Desmond has no problem with Rickers plans to void himself.
More ladies for him...
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Desmond has no problem with Rickers plans to void himself.
More ladies for him...
Bah! Who needs ladies, when there's the Emperor? :blush:
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I'm pretty good with that division. Bane gets the Emperor's love, and Desmond attempts to fill Rickers shoes as the father of half the ships crew. Ricker of course will live on as a hero, with a slight chance of floating through space.
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Y'all fail to understand - all of the ship's female complement will throw themselves out of the airlock in despair if Ricker is lost.
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As tragic as that may be, it just means we'll have to stop somewhere for a special recruitment run. On the positive side, that also means they wont be able to compare Desmond to the previous action. So to speak of course.
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Updates Wendsday. :happy:
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Can't wait! :happy:
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Surprise update! :Ohmy:
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Splendid! :smile2:
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Updates will be on Monday & Thursday :closed-eyes:
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I've got quite a catching up to do!
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Hey guys I have a question. Now this campaign is no where near finished. However after it is and assuming that we haven't been blown up by nukes, I was wondering if you would be interested in doing a war hammer adventure. It will take place in my warhammer world so read up on it: http://warhammer-empire.com/theforum/index.php?topic=51019.0
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Well, I'd need to read about your iteration of the world. The thing with Warhammer World is that I like it in its original form, and never really enjoyed any alterations to it. However I'm not saying no, so we'll see. :icon_wink:
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I read through your stuff when you first put it up. I'm generally always up for a game, of course it just depends a bit on how many games I'm in when it starts.
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Nurgle senpai has noticed me! ::heretic::
I am down and out with a chest cold. Next updates will have to be next week, or the week after.
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Grandfather is a merciful god, so you shall be fine. We'll await your return. :-P
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I return!
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Note that updares are every Monday & Thursday. So get your replies in!
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Already on it. :smile2:
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I should note how close you came to losing the leg Gankom. If you had roled 90 you would have lost it, if you had roled 100.... well nasty stuff would have happend and Desmond may very well have been crippled.
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At 79 I was already thinking I'd end up with a shiny peg leg. I'll happily take bum leg instead.
Just more reason for him to stand behind Bane. Clearly Rickers got the right idea of staying on the bridge.
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There is a reason Ricker is older than some Dreadnoughts.
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I'm back, after a short break. Will post soon. :biggriin:
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Since no one has posted anything I shall postpone the update until Wednesday. Instead I will update the Weapons thread today.
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Sorry lads, been a bit busy both in real life and other forums. I'll post now!
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Sorry lads, been a bit busy both in real life and other forums. I'll post now!
Me too but now I'm back!
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Remember that updates are on Monday.
Also, on the Dec 7th (Thursday), I will be out looking at employment options.
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Sorry the 30th of Nov. Not the 7th of Dec.
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If any future replies seem short or terse, I am sorry in advance. I'm having credit card fraud issues at the moment so I am a little stressed.
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Oh man I went through that last January. That stuff sucks big time. Hopefully it gets wrapped up and taken care of.
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Take care of personal stuff and don't worry - it'll all be fine. Fingers crossed. :smile2:
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Also, next update will be on Friday, as I will be busy on Thursday.
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I shall postpone updates untill wends day to give you three a chance to update your responces.
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Already on it!
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Thread updated!
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I'll add something tommorow morning. :)
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No jokes about the Star Wars reference I made in the game thread? I'm sad now. :-P
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I missed those! :icon_redface:
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"These aren't the droids you're looking for" is still one of my favorite lines from any move. Sir Alec Guinness delivered the line so well to.
Of course I had to adjust the phrase just a little to make it subtle.
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Ooooh, ok. Now I feel dumb, especially since I'm a SW fan. :blush:
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I got it! I lolled to myself when reading.
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Thread updated!
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I would say you could take up to 5 Frags, Gankom.
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Excellent. After our little jaunt below decks, I want to make sure I can bring some boom.
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On my way to update stuff. :smile2:
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I would like to note that with Dark night looking to take a more(somewhat) active role in the game, I will post as soon as he gets a response in.
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Hurray for Ricker joining us in danger!
We'll all go together when we go... (As Tom Lehr sings it.)
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We'll go where no one else would go before. :biggriin:
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Now I don't "do" xmas. However most do, so you take some time to hafe some fun. Updates will be on the weekend. :smile2:
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Now I don't "do" xmas. However most do, so you take some time to hafe some fun. Updates will be on the weekend. :smile2:
You too Captain! We have pretty much finished with the material Christmas as well except for the young one. Concentrating on a motley collection of family and food 🍽😺
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Some late but honest wishes from me. Hope you had great Holidays guys. :smile2:
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Same to all you cool dudes!
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So it's the new year. What are you guys up to for this month?
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A lot of running around for me. Mostly the usual appointments, but also setting some stuff up for later in the year. I'm looking at going back to school so I have to do some paperwork to do so.
How bout yourself Captain? Got some fun plans?
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Getting my PAL and Hunting License are big on my list. Getting my "Tiny House" built (I don't need alot of space), getting my first novel done. Among other things.
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Exciting times! Hunting licenses are always fun, I havn't done any hunting in years now. Just been to busy and by now I'm out of form for my bow.
Tiny House's are real neat. Ive seen some impressive ones built before, it's incredibly what you can do without much space.
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Yeah, tiny houses are supercool. I am hoping I can build mine with recycled materials.
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Sorry for being away for some time, had a lot of stuff to do and a lot of shite to endure. I'm back, at least for a while. On my way to post some RP stuff right now!
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Guess who's back :)! What did I miss?
Also to start off properly, I'd like to make a Trade (Astrographer) check (which is Agility-based for some weird reason), to make a nice chart of how we can get from Footfall to the new planet and back. I do get +10 on the check from my Almanac Astrae Divinitus, by the way.
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Sure thing DS.
2! Success!
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Yay, we have a map! I'm useful!
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Yay for usefulness!
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Back with a bang and already useful! I assume the agility part of the test is so that you can limber up and do the proper thumb exercises. Failure results in carpal tunnel syndrome.
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Remember that you have two days (Today and Tomorrow) to post lads. Updates every Monday and Friday.
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Hey Artoban! Welcome to the party, literally! I'm fine with it of course, more the merrier. Don't worry about it being the first time, this game is my first with the system as well.
Now we'll have some sweet cleansing fire when we descend to the planet!
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Thanks Gankom! Should be fun.
How many ex slavers are there? Are they very integral to the plot?
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No the slaves are just a side quest really.
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We bought 500 slaves who now work to keep the ship running, and 20 more who agreed to serve as spies. They're not at all integral to the plot, just something I came up with at the start of the campaign, and since then Gankom's been left in charge of their training.
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I spent a bit of time training them back when we first got them, then got a bit distracted when we went below decks. I was aiming for peaceful negotiations and things got a bit... shooty.
They might not be intergral to the plot yet, but just you wait! Soon we'll have spies in all kinds of high and low places!
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With proper training etc, they may make a cool warband 😺
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I still dream of 'acquiring' our own gang or cult that we can send to do dirty work for us. Maybe the Hand cult will come around to see the light, or maybe we'll have to build it a different way. Still, imagine the possibilities of having our own hit squad.
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I still dream of 'acquiring' our own gang or cult that we can send to do dirty work for us. Maybe the Hand cult will come around to see the light, or maybe we'll have to build it a different way. Still, imagine the possibilities of having our own hit squad.
The Hasarian Dynasty has people for that sort of thing you know. Although, Hasarian Family Operatives do stick out like sore thumbs and they do have a habit of causing collateral damage.
They were first conceived as a supplemnt to the family's "Shock Corps" during the Meritech Wars. Known within the family as "Spirit Troop" , Hasarian Family Operatives are often orphans, loners or outsiders with no family or conections to speak of, though exceptions to this rule exist.
They are known for their brutal methods. They are given the freedom and means to complete a mission in any way they see fit. Often they are not afraid to just turn an entire habitation block to ash if it means getting the job done.
They also use Meritech and Eldar gear from time to time to get an edge on their targets. This is kept secret of course. Only the inner circle know about this.
Fortuanately for the Calixis Sector, the Hasarian Dynasty only turns "Spirit Troop" loose as a self defence mesure.
Desmond would know all of this, being a member of Markus Hasarian's inner circle.
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Well that's good to know. I'm already thinking of a good argument to convince Hasarian that we need some pre-emptive "self defence" against those Oeconomica's' blighters back on Footfall. Also sounds like an interesting way to acquire some good gear for ourselves at some point.
Although I think the gangers I'm wishlisting for are a bit more... subtle.
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I think that's basically what we intended to do with the twenty "special" slaves... They're not soldiers or anything, they're just there to be put among our rivals and live happy lives, but if they happen to come across something we'd be interested to hear, they send that information to us. Think bartenders or mistresses or basic servants, not Sam Fisher.
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Exactly. Spies and intelligence stuff from the spies. Feed us all the great info.
For cult/gang stuff I'm thinking similar but one more of the street/underhive layer. The Spirit Troops are Sam fisher meets terminator, the slaves more intelligence gathering at an elite level, and the gangers more of a street level intelligence/force application. If you wanted to mess around with another Rogue trader's smuggling or unloading, or maybe just put a bit of muscle on someone. Smaller level stuff.
Also I just like the idea of a necromundo gang that answers to us. I've been playing the new version to much.
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Haven't actually played it, but I like the models they brought out. Once I'm done painting all the Blood Angels, Necrons and Tyranids I have piled up (over 70 models, including a dreadnought, baal predator and triarch stalker), I might pick up a box or two!
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Game thread updated. Note, you are all in Captain Hasarian's shuttle.
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Stupid question, who is on the shuttle? Is it just us (Bane, Pyke, Petrus, Ricker and Jace), or are there any
redshirts other personnel on board with us?
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Hasarian, Petrus, Bane, Jace, Pyke and Ricker. Along with 5 House Troopers.
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Oh, I thought the captain was staying aboard the ship? Well, the more the merrier :)!
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Thread updated!
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Note that I am not exactly 100% atm. So, with this cold comming on, updates will be next week.
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No worries Captain. Feel better soon!
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Get well soon!
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Updates will be on Friday lads, I'm just about back in action! :biggriin:
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No worries! Keep getting better! 😸
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Huzza! Purge the nurglite influence from your mortal frame!
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I'm back. Maybe for longer, we'll see. I will hopefully manage to deal with some issues a tad better in the coming days.
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I see actions, half actions. Not quite sure which way to proceed
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Don't worry about it! We really just make things cinematic.
In theory the kind of stuff you do is split into half actions and full actions. I just wanted to show I was using as much of mine as possible for aim, instead of half.
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Basically there's a bunch of different actions you can take during your turn; Move, Ready a weapon, standard attack, all-out attack, defensive stance etc. Some of those are a Half action, others a Full action. On your turn, you may either make two half actions, or one full action.
If you don't have the rulebook, I'm sure Dwi can translate the fluff description of your character's actions to actual actions, though :).
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Awesome! I think that translates - blast em in the eye!’ 😸
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Right, next updates will be on Monday as usual.
Now I wish to ask you a few questions. I like to feel out my players thoughts so I can craft a better story.
#1: Where do you feel like the story is going? (Feel free to speculate here)
#2: Where do you want the story to go?
#3: What do you want too see character wise?
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1. Towards confrontation with the other captains.
2. I want for Hassarian (and us) to amass a great ton of wealth and continue to explore the stars.
3. I'd love for Icarus to reach new levels of zeal!
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1) Good old fashioned fight out between the captains and some aliens no doubt. I remember the Eldar showing up earlier. I lean towards thinking we're on the planet to find something that will likely give Jace some more hints/directions towards the actual location of the pearl.
2) To fame and fortune! I can see us securing the planet (Possibly as a future colony or at least as a Hassarian possession), then finding what we need to continue our quest.
3) Character wise for Desmond I'd like to see him getting a bit diplomatic and a bit more super spy. Training up the courtesans, making some agents/informants among the crew. Sooner or later I'd also like to see him get a bit more into alien stuff, but I'm not in a rush and mostly if it works out for the story.
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Remember that next update is Friday. So sure sure to get your next combat actions before then!
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#1: Where do you feel like the story is going?
I'm willing to be surprised here! If I were to take a guess, though, I'd say the rival captains aren't our biggest concerns- Eldar don't just pop up to bother mercantile ventures unless we're either stepping onto their territory, or they are keeping people away from something even more dangerous...
#2: Where do you want the story to go?
Again, hoping to be surprised :). I'll echo Gankom's thoughts, though, and suggest that we at least try to make an effort to colonize our current planet- if nothing too dangerous is found on its surface.
#3: What do you want too see character wise?
Not sure I have an answer here... I don't really have an image of where I want Jace to be at the end of all this, just how he is right now. Seeing how he turns out after all those challenges thrown his way is part of the fun!
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Nah, the Eldar always turn out to be friendly right? Their just happy little elves who will bring us home, sing us some merry songs and gift us some magic cloaks and elvish bread before sending us on our way.
We'll time them we're off to fight some orcs and they'll totally end up as our bros.
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1 As in life, I’m content to go on the ride and see what happens.
2 I like the idea of colonizing a planet. Might go well with the character’s attitude as an endgame.
3 just developing this guy so not to sure.
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Game thread updated! :D
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Remember that updates are Monday guys! Get your replies in if you can.
If not, I'll have to postpone updates! ::heretic::
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One down, several billions to go?
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We declare war on ALL insect! Bring them on in the name of the Emperor!
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If we have two tanks at our disposal, the Jace's place in the marching order will be inside the tank :-D. The Malcador, if possible- bit more sturdy than a Rhino.
As for how to position the tanks, if either one has a dozer blade then we'll let that one take the lead. If they don't (or if both do), then I think the Malcador should go first, and the Rhino follows (in which case Jace'll go sit in the Rhino- the vehicle shouldn't shake too badly after the Malcador flattened the terrain).
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Desmond will also happily ride in a tank. We're Rogue Trader's, style is important. I'm with DS's plan. If there's dozers the rhino can do what rhino's do best. Regardless, Desmond will ride in the front tank! Lead from the front lads!
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Petrus in lead tank as well
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Bane leads by example. So I'm in the front tank as well, sitting behind a stubber on a turret.
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I think I am going to let you guys RP some more. It's going to take you a bit to get to where you need to go anyways.
I'll just dump a wall of text on your laps when Friday roles around! :biggriin:
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Note that from now untill March 21st update will only be once a week, rather than twice. I have to study for my rifle and hunting licenses. :biggriin:
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Awesome! Good luck 😸
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IC Thread updated!
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Do we roll a d100 for this?
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Yep, all rolls in Rogue Trader (barring some very exotic tables, like the effects of hallucinogetic grenades) use a d100. Keeps things simple :)!
Also Jace rolled a couple of extra tests, if that's ok :).
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Do we roll a d100 for this?
Indeed.
Yep, all rolls in Rogue Trader (barring some very exotic tables, like the effects of hallucinogetic grenades) use a d100. Keeps things simple :)!
Also Jace rolled a couple of extra tests, if that's ok :).
Yup that's fine. Remember that updates are on Friday.
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Bloody hell! I lost my d100. Can’t find it anywhere and I’m a diceaholic! I’m getting the shakes right now thinking of it gone. In the meantime, can someone roll one for me 😺
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Lol the dice have a mind of their own. If you want, what I use is an online site called https://rolz.org/
You can plug in whatever kind of D# you want and it will do dice rolls.
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Lol the dice have a mind of their own. If you want, what I use is an online site called https://rolz.org/
You can plug in whatever kind of D# you want and it will do dice rolls.
Thanks!! I forgot about that site.
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I always roll, by using a phone app. Really useful, highly recommend it.
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Note that by being the only one to hear the direction of Sun Lee's voice, Gankom is first in starting negotiations.
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Alright with my returning from the successful completion of the CFSC and OHEC, I can get back in to the swing of things. Updates will be on Thursday. They will then return to Monday & Friday as per usual.
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Awesome! :happy:
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Hey guys, sorry for the long silence. I've been ill these past days, and I'm not exactly all better at the moment, which means I'm limiting the time I spend on the computer. Hopefully will be back to regular posting in a couple of days!
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Get well! That’s an order 😸
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Take care Demon and get well!
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Hope your feeling better soon DS! I know how much being sick sucks. It can just drain any energy to do anything.
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"No way in the Warp that we're letting any of us go with that wench!" Bane's fury is barely contained, as he voxes his companions. "Why should we even bow to her request, this is disgraceful. Desmond, get in the fething tank. We don't have time for this charade" rasps Icarus, as he, once again, signal his men to prepare their weapons.
I know Bane is crazy but he ain't stupid. I'll let this one slide but had you been acting that way outside the tank you would most likey be dead by now.
Hell you should be dead right now! Fortunately for Bane, Hasarian is merciful, many Rogue Traders would have done away with Bane by this point.
I am not trying to dictate how you play, I am just giving you a warning that every action no matter how small has effect in my games.
Carry on! :smile2:
EDIT: I should also note that Sun Lee's Jade Guard are superior to the Hasarian Shock Corps in almost every way. The only advantages that the HSC has is numbers of personal and logistics. In a battle of attrition the Corps would win hands down, but this up close and without fallback points and reliable reinforcements they would not stand a chance.
Bane would know this but for the sake of argument we shall say his frustration with the whole "Hand" situation is clouding his judgment.
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Feeling slightly better now!
Jace's prime concern is for the Xenos temple, not lady Sun- its not that he does not want to fight her (although if we do, he'd prefer to do so from the safety of his spaceship, virus bombing the planet with lady Sun still on it), its just that the threat she poses doesn't really register as long as there is an uninvestigated temple nearby.
I mean, if we kill all her troops now, then we are we going to use as meatshields when the inevitable tide of daemons arrives ;)?
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Desmond feels like Jace. He figures there's bigger fish to fry, and that it's best to put off the Lady Sun until their in a better position. He'd also like the idea of putting himself in position to learn more intelligence on the opponents forces that he can then feed to Bane.
It's pretty clear at this point that xeno's are involved, and with the lady Sun and the previous dudes ship being attacked we're up to two other Rogue Traders. Desmond's willing to bet there's more on the way, so he'll make what alliances or NAP he can, while he can.
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Honestly Jace still would've preferred to just virus-bomb the whole planet, then sift through the bio-sludge for minerals later. But that's just Jace- casual Exterminatus is his answer to everything ;).
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When you have a party room like Jace, it makes sense to never want to leave it.
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Well, Bane IS inside the tank, that's why he's talking crap. :icon_mrgreen: Outside would be a different matter.
Also he begins to see that Hassarian is making more and more deals with their rivals, making him... weak, let's just say, in the eyes of Icarus. He's not lost his respect yet, but he's getting pretty damn close.
Not to mention that Bane doesn't like making deals with A) women (don't ask), B ) rivals and C) he seriously can't stand seeing his comrades released into enemy's custody. For his no one gets left behind, and yet Hassarian is cool with that. That's another thing that he should really not be doing.
Bane isn't crazy, but he is a fanatic and has a set of stone-etched laws, that he follows. He won't back down. Neither for Hassarian (especially now, after his many fethups), not for his comrades and definitely not for Lady Sun.
If he even suspects that she's doing something fishy, then it's purging time.
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I'd like Jace to take another Psyniscience check, and keep making them each round, to see if anything changes.
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I'd like Jace to take another Psyniscience check, and keep making them each round, to see if anything changes.
Understood.
Remember the updates are (hopefully) on Friday.
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Can't wait!
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Game thread updated!
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Already on it! :happy:
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Game thread updated.
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How many troops do I have? A squad of ten? And how many firepoints are there.
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There are five troops with you and there are two good firepoints and one that would be good for a sniper.
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I guess updates are postponed untill all the reports are in :Ohmy:
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Sorry lads, been a bit of a rough week. I'm here now! More or less.
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Updates are Friday lads! :biggriin:
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I've returned from my holidays and will once again venture into the fray! :smile2:
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Sorry about the late update there guys. Forgot all about it yesterday.
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On my way to wreck some xenos' faces! :biggriin:
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And Desmond will bravely guard the rear! It's not cowardice, it's Tactical Genius I tell you!
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And Desmond will bravely guard the rear! It's not cowardice, it's Tactical Genius I tell you!
Commissar would like to share a couple words with you. :-P
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Bah I joined the Rogue Traders to get away from the stuffy commissars. Except for Cain, HERO OF THE IMPERIUM, he's a man I'd share a few drinks with.
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Ibram Gaunt is my husbando. I even have a mini of him. :blush:
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Lucky git, I always liked the Ghost miniatures. I have the Last Chancers though. Psycho's and convicts!
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Lucky git, I always liked the Ghost miniatures. I have the Last Chancers though. Psycho's and convicts!
I love Last Chancers, have most of them as well. Missing only Warrior Woman for my LC's. Altough I use them as Inquisitorial Henchmen, most of the times.
As for Ghosts, I'm only missing Tona Criid and one or two, generic troopers.
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Lucky git, I always liked the Ghost miniatures. I have the Last Chancers though. Psycho's and convicts!
I love Last Chancers, have most of them as well. Missing only Warrior Woman for my LC's. Altough I use them as Inquisitorial Henchmen, most of the times.
As for Ghosts, I'm only missing Tona Criid and one or two, generic troopers.
Me to! That or veterans with a command officer and commissar following them around.
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Yeah, they are great and unique centerpieces, perfect for a command squad. :smile2:
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Updates are going to be monday! :biggriin:
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Already on it! :smile2:
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Note that I have a busy summer this year and thus updates will be switching to Wednesday!
I hope that that's ok.
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Fine by me chief!
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No worries !
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Sure thing! :smile2:
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Initiative is as follows:
48- eldar
20- jace
93- petrus
16-ht
40- ht
6 -ht
87- ht
15-ht
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Meanwhile Bane sits in his Malcador, talking shit and shooting guns. :-P
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Meanwhile Desmond chills with a gang of people who'd happily kill him, shooting shit and talking guns.
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Life's good! :-P
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Remember guys, update will be on Wednesday.
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I got a trophy :-D!
Also, can I ask what sort of sword we're talking about? For that matter, what sort of Eldar are we talking about? I realize Jace might not know the distinction between a dire avenger and a howling banshee (although he probably knows more than the others, given his hateful obsession with their race), but it would be nice to know about the armor's colour, stuff like that.
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I got a trophy :-D!
Also, can I ask what sort of sword we're talking about? For that matter, what sort of Eldar are we talking about? I realize Jace might not know the distinction between a dire avenger and a howling banshee (although he probably knows more than the others, given his hateful obsession with their race), but it would be nice to know about the armor's colour, stuff like that.
The guy was a veteran Ranger. Normally he would have popped you from a distance but the combined Rogue Tradder's attack came as a surprise. As did your infiltration of the tower.
Plus a Long Rifle is rather cumbersome in a tight space.
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After a long absence I am back... Will try to check in more often, but life is pretty intense right now.
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After a long absence I am back... Will try to check in more often, but life is pretty intense right now.
No worries dude. I'm rather busy myself.
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Yeah, in a week or two it should be better. Hopefully.
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Sorry for the lack of updates there lads. I have not been feeling up to snuff of late, damn headaches.
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Hope your feeling better soon chief.
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Get well soon!
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I know that pain. Take care of yourself and get well soon.
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Hey lads! Right, so I'm felling a little better. I'll see if I can get an update in on Friday.
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Huzzah! Hope your in tip top shape as quick as you can be.
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Huzzah! Hope your in tip top shape as quick as you can be.
Me too! I'm ready to kick some xeno ass!
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Thread updated! :biggriin:
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Huzzah! :::cheers::: :::cheers:::
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Oh yesssssss. Time to purge! :mrgreen: ::heretic:: :mrgreen: ::heretic::
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Argh! Food poisoning! ::heretic::
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Updates Friday gents! :biggriin:
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Argh! Food poisoning! ::heretic::
Oh man, that sucks. I know the pain. Get well! :unsure:
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Uh I was like that a few weeks back. Ate some bad shawarma. I feel your pain.
Looking forward to updates! Death to the Xeno!
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So I'm still alive. I will try to get you updates on Monday.
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Huzzah! Dwi lives! Hope your feeling better over there.
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Good to know that you guys are still in the game.
Apparently, so am I.
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Huzzah! More people live!
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Game thread updated
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On it! :happy:
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Updates coming on Monday! :biggriin:
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Updates coming on Monday! :biggriin:
I'm really pissed today. My OCD is tormenting me and a Mink killed some of our animals. So updates will have wait till Wednesday.
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No worries. Forgot how destructive a mink can be.
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Game thread updated! :biggriin:
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Huzzah!
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Sorry about the long wait there guys. I'll get an update out Friday in I can.
Note, that my long term lung issues have been flaring up of late and I am going to get myself checked out for lung disease if possible. So that may stall updates.
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Sorry to hear that. My son has lung issues as well so I can totally understand. Do everything you need to do.
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Right so my chest x-rays are tomorrow. So heres hoping that I have enough time to get the updates done after. Otherwise they will arrive a bit late.
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Huzzah for chest x-rays, may they lead to a to a helpful and conclusive diagnoses.
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That sounds rough, best of luck! Hopefully the x-rays helped get you a proper diagnosis, and it is nothing too serious!
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Bronchopneumonia!
They gave me antibiotics that apparently had the power of a thousand stars as I'm pretty much all cleared up now.
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Damn Bronchopneumonia! Damn it straight to nether hell.
Good to hear your star is rising again.
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Isn't modern medicine amazing?
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Glad to hear you're feeling better!
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Game thread updated! :biggriin:
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Huzzah!