GM Hector's Rogue Trader: The Warpstorm Trilogy (Inactive)

Game Master LordHector


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Male Human (American) Dungeon Master (Action Movie Director) 17

Seems you safely found your way through the warp and arrived on location.


Hmmm, of the roles left open, I think I would be most comfortable with the Astropath.
Is that ok with everyone?


Male Human (American) Dungeon Master (Action Movie Director) 17

I love the Astropath.


Well we have a good navigator.

And an excellent astropath.

I think that leaves Missionary and Arch-Millitant?

Who wants to be Joan d'arc and a man called Jayne?


Legendary Merchant of Pins

I admit I considered Missionary, but Explorator seems too rife with possibilities for me to pass up. I usually play rather emotive characters, so this will be a fun new role as I dial it down a notch with a calculating and observant Explorator, heh heh.


Male Human (American) Dungeon Master (Action Movie Director) 17

Aside from career, also check the other parts of the origin path for connections to your characters. Everyone should have some link (not necessarily the same choice, but a way in which your characters connect: past history, similar ideologies, dramatically opposed viewpoints, etc...) on the origin path to at least one other character in the group.


With that in mind, I think I'll wait a little to see what the others have in mind, then I can fit in with someone else.
But I'll get cracking with the rest right away.

Dark Archive

I am already seeing a common theme with the characters proposed thus far and that is a battlefleet background (i.e. military experience).

@DM Hector, I will be making a proposal later for the group regarding House Tyr (Ship Points and Profit Factor) based on the Into the Storm path.


Dot for now... More to come

Dark Archive

House Tyr (A Warrant and Ship Origin Path)

Spoiler:

The fortunes of House Tyr started with its founding patriarch, Hieronymus Tyr, who served with the Ultramarines in the punitive strike against the Word Bearers’ homeworld of Colchis. Commanding the grandcruiser, Adamant Will, Hieronymus Tyr helped break through that doomed world’s defenses, earning the gratitude of Roboute Gulliman, who petitioned the Lords of Terra in his behalf for a Warrant of Trade so that he and his line will always be there to take the fight against the enemies of the Emperor (Age of Rebirth SP 12, PF 10; Reward SP 16, PF 2).

The fortunes of the House waxed.

The resources of the Imperium stretched to the limit to deal with the Black Crusades of Abbadon the Despoiler, House Tyr volunteered to help maintain the peace in the frontier -- for a nominal fee of course.

They established their own colony in an area of space that will one day be called the Koronus Expanse. Calling it Serendipity, the colony yielded much mineral wealth allowing the family to acquire more ships. Life was good (Age of Plunder SP 12, SP 2).

Millennia pass and the fortunes of Hieronymus Tyr’s family waned.

An unknown enemy attacks the Tyr family colony of Serendipity, destroying many of the family’s holdings and ships. Only the then-patriarch Albus Tyr aboard the Adamant Will survives. He vows vengeance against the perpetrators of the attack whoever they may be. He squanders his fortune in his futile search. (Fallen from Grace SP 4, PF 2). (I suspect that the logical attacker would be the Word Bearers).

Down yet not out, House Tyr’s friends in the Imperial Navy remember the honor and service the House has done for the Imperium (Battlefleet SP 12, PF 2).

House Tyr’s fortunes may have waned but the deeds of its line echo still (Famous SP 14, PF 4).

Total SP 70, Total PF 22

Sovereign Court

Whoa this all kind of exploded while I was sleeping.

Still working on my character.

Remember that you get 500XP to spend in your first rank unless you spent it during character creation.

Also, one free acquisition with a total modifier of +0 or more.


Male Human (American) Dungeon Master (Action Movie Director) 17

Ohohoho... This I like. Will you be wanting the past-its-prime Adamant Will to be your ship, Captain?

Sovereign Court

GM, could you roll our ships complication and oddity so we can start to shipgen. Expect Radavel is proposing one vessel but i'd also like to put one forward.

Dark Archive

DM Hector wrote:
Ohohoho... This I like. Will you be wanting the past-its-prime Adamant Will to be your ship, Captain?

Yes sir. And we have one archeotech component. Can you say teleportarium? Hehehe

Sovereign Court

One more thing. Could we use the Ship Roles on page 224 of Into the Storm? Especially with a Battlefleet background (which my character also has) it makes sense.

I'll take First Officer if there are no objections.


Male Human (American) Dungeon Master (Action Movie Director) 17

I really personally like the ship roles, but that's up to you all.


Alexander Kilcoyne here. In keeping with House Tyr's history and Radavel's desire for a Grand Cruiser i've created this ship (though it stil needs an oddity and complication) to put to the group. Please everyone, look it over and let me know if its suitable and we can choose between it and Radavel's once he finishes his proposal (as well as anyone else who wants to take a stab at it). My thoughts-

Grand Cruisers are all SP 69+. To permit us to be able to begin with something more than just a weaponless hull, I made the crew Incompetent (skill rating 20), which gives us an additional 5SP to spend. Crew Skill is not so important with such a large group of players (our rolls to direct them will come up far more often than rolls they make themselves) but I offset this penalty with the archeotech Cogitator Interlink (Granted by the ship origin path the RT genned), giving us +5 crew skill back for a total of +25. This also means our potential crew skill (once we train them up) is 5 higher than it would have been before.

The SP gained from doing this has been spent on giving us a kick-ass Imperial Navy style bridge as well as two powerful broadsides, one on port and one on starboard. This means we are fully equipped for a naval battle but we also have plenty of room and space to add torpedoes, squadrons, lances or more broadsides as we grow.

If we do use this vessel, I will track the group's PF and Acquisitions as well as the ship using this profile. After all, Seneschal is just a fancy word for Space Accountant, right? ;).


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

And Alexander Kilcoyne here again, with my Seneschal profile. Still finishing up the background but crunch wise, the character is complete. If we don't use Ship Roles i'll change the name.


DM Hector wrote:
I really personally like the ship roles, but that's up to you all.

Ship roles? Please send clue.

Sovereign Court

Essentially command positions within the hierarchy. Into the Storm, page 224. Gives small ship-dependent bonuses as well as concreting whats expected of each senior officer.

PWO, what speciality are you taking with your void master? Spacecraft, small ships, macrobatteries or augurs?


I was thinking spacecraft as we could use a dedicated pilot. Small craft or augers was also tempting. Suggestions?


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

Don't feel forced to take spacecraft as my Seneschal has it and a decent agility.

Take whichever ones most appealing for you. But each one has a 'ship role' I can tell you about once you've picked.

The one I would recommend against is Small Craft. We'll be unlikely to get any for a while.


I've a fair learning curve to traverse up so I'll happily leave all the ship selections to our Rogue Trader and Seneschal ;)

For ship role - I'm looking at Carto-Artifex


Your Humble Narrator

DM, if its not too presumptious is there any chance you can put these links in the 'Campaign Info' tab for easy access for everyone? RT's a complex system as you know, and I think these would be helpful for everyone (including me) to have access to. As the discussion page keeps growing it'll be easier to find these in Campaign Info than here.

Koronus Expanse Map- Link

Dark Reign 40K website- Link

Probably the best community website dedicated to 40K RPG, theres a lot of very handy resources on there for players or GM's

History of the Koronus Expanse-

Link

Rogue Trader Errata-

Link

Shipbuilding/Ship Combat Quick Reference-

Link

The shipbuilding is less useful once the game begins, but the list of actions you can take in Ship Combat will definitely be helpful.

Critical Hit Quick Summary-

Link

Rogue Trader Players Table/Quick Reference-

Link

Two page .pdf I recommend everyone looks at and/or downloads. Its extremely useful.

Sovereign Court

Bah, and I used the wrong profile of course.


Hmmm, seems like taking the Battlefleet might be a good way to get some common ground with some people, maybe all grew up/served on the same ship?

Sovereign Court

Well Battlefleet home world won't suit every class. When everyones origin path is done we can figure out the intersections.


I don't think we have an Arch-Militant yet yes? If nobody mind I would like to trade Astropath for that.
I feel like playing something a little more simple, hope I'm not stepping on anyones toes.

Dark Archive

We need a master of arms to train our house troops.

On a different matter, my draft for the RT means that our starting PF will be reduced by 1, as I will be taking Child of Dynasty, but it does mean that we get to add 3 SP.

Sovereign Court

Bogg, no problems here.

Does anyone else have their origin path finished? I'd like to start drawing the intersections (yes I have too much time at the moment).

Radavel, I could happily spend 3 extra SP. When you've finished your ship proposal i'll update mine and the others can choose. As for starting PF, I figure we'd take a tally of lost or gained PF once everyones character is finished.

Edit: I've begun an image i'll update to show everyone's origin path. Note that the boxes aren't in the same place as the original expanded Origin Path, but it still works nicely. So, anyone got their choices ready yet?

Link


My origin path is still under construction - I've had a re-think of my Navigator's personality... and decided that I'm going to emulate Yossarian of Catch-22.

Still fine-tuning, but should have it nutted out by tomorrow. Current thinking is a Forge World born, motivated by Fear and from a Renegade house.

Will potentially start with quite a lot of Insanity points though... so still not 100% sure.

Sovereign Court

I got off lightly having 8, considering I had to roll 1d5+1 and 1d10+1 for them; average rolls say I should have ended up with 10.


Ok, have settled on the following:

Forge World -> Unnatural Origins (Tainted by the Warp) -> Hunter (Hunted) -> Ship Lorn -> Fear -> Navigator

Will be of a Renegade House.

Wounds: 8 + 1d5 + 1 ⇒ 8 + (4) + 1 = 13
Fate: 1d10 ⇒ 2 = 2-1 = 1
Insanity: 2d10 + 1d5 ⇒ (10, 6) + (3) = 19
Corruption: 1d5 + 1d10 ⇒ (1) + (9) = 10
Navigator Mutations: 1d100 ⇒ 69 and 1d100 ⇒ 84
which are Membranous Growths and Teeth Sharp as Needles... so an extra neg 5 + 1d5 ⇒ 5 + (2) = 7 to Fellowship - he's definitely not going to be too personable...


Male Human (American) Dungeon Master (Action Movie Director) 17

Wow, seems the discussion has exploded while I was asleep. I'll post up the links to the system as well as any variants we'll be using. I'm at work at the moment, so I'll have access to my pdf's later this evening to make sure I got everything sorted out right.


Male Human (American) Dungeon Master (Action Movie Director) 17

Alexander, as I said, I'm familiar with the basic 40kRP system, but I'm still new to Rogue Trader. Not to step on your toes or anything, but can't you only choose a link on the origin path if it's directly above/below your previous choice or one of the ones adjacent to it? Based on your chart (which looks awesome, btw) your homeworld and birthright jump around a bit. I haven't said which rows would be free choices.

Speaking of free choice rows, I was thinking homeworld, career, and lure of the void, thus allowing everyone to choose any homeworld or career regardless of which end of the path you start on, as well as a free slot in the middle. (Besides, Lure of the Void is supposed to represent what called you to space travel, and I think most anyone can have any number of reasons for that.)

Sorry if that messes up what you guys who have already been working on your origins have already done.


WS- X, BS- X, WS- X, S- X, T- X, Ag- X, Int- X, Per- X, WP- X, Fel- X, Wounds X/Y, FP X/Y, Insanity X, Corruption X, AP- X (Y Right Arm, Z Left Leg)

We have some pretty funky timezone differences here DM (as well as my haphazard sleep pattern), the same happened to me when I woke up.

Updated Origin Path

Edit: GM, the jump arounds on the origin path i'm using to show everyones intersections etc. aren't in the right place. On the actual origin path, all my choices are legal (that is, directly below or directly below +1 to the left or right)- its just my pdf copy of Into the Storm sucks and is all blurry, so i'd rather use the image I found.

I'm pretty happy with Alessaunder's origin path so I won't change it in light of the new free choice rows, unless I find something really appealing.


Male Human (American) Dungeon Master (Action Movie Director) 17

Yeah, I'm American. I find it interesting how many European players I find here on the boards, Paizo being an American company. Which works out well for a 40kRP for as we all know...

"In the grim darkness of the far future, the is only British."

EDIT: Something you might find funny. For my Dark Heresy game at home, in order to reinforce the setting as well as help distinguish between my NPCs talking and my GM OOC voice, I attempted with mixed results to give all my NPCs accents. I was told the commissar sounded like a mix of Michael Cane and Bill Nighy. Unfortunately the longer it went on the more my accents either tended to slip and fade away or transform into a terrible 'American-doing-an-English-accent'.


First Officer, the link to the players quick reference appears to be dead.

To any in the know, what are lineages and can I get one?


Dm Hector:


Male Human (American) Dungeon Master (Action Movie Director) 17

BoggBear:
Not bad, sir.

Dark Archive

Just woke up; Easter Sunday already where I am and long family day begins. Will finish my character sheet when I get back.

I did some numbers-crunching and it appears that with the grand cruiser hull we just have enough SP for 3 macrobatteries for the port and starboard sides plus we have to pay for the cogitator link. So we may have to earn some more PF before we can dream of having that teleportarium, compartmentalized cargo hold, extended supply vaults, munitorium. Oh I wanted a plasma drive with more power output.

First Officer, any opinion if we exchange some lance arrays and sunsear laser batteries for some macrobatteries? By my count that should improve our firepower at range.

@DM Hector, here's the explanation why the crew for the ship is rated incompetent: Silas assumed control of the ship after it reappeared with all hands gone, along with his father. It was hard for Silas to recruit able seamen to crew the ship unless they were desperate for a berth.

Sovereign Court

Poor Wandering One wrote:

First Officer, the link to the players quick reference appears to be dead.

To any in the know, what are lineages and can I get one?

Bah, the players reference is the best link up there! But something obviously went wrong so I uploaded the .pdf myself. New link-

Players Quick Reference

A lineage is from Into the Storm, its an optional extra layer of origin path you have to spend some of your 500 starting XP on.

Radavel, for clarity you want to stick with the ship I statted up? I'd like to keep the macrocannons the ship currently has on them, they outrange sunsears anyway.


Male Human (American) Dungeon Master (Action Movie Director) 17

Hey, it's you guys' ship, so however you want to build it is good with me. As long as you guys keep to the 70 SP I don't care.

Btw, I talked to Morbus, and he had to drop out. He got an offer to GM a game he'd been in and didn't have time for the both. So looks like this is it. Once you all get your characters down pat, build the ship, and figure out your backgrounds and how you all became the crew we'll get started.

Also, in addition to your starting 500 xp you also get one free acquisition of no more than a value of 0.


Ok, with the extra 2 SP i've put a Munitorium on my proposed version of the ship (and paid for the cogitator's SP, forgot that before). Two guns is plenty enough for now I believe and it lets us organically decide whether to invest in more macrocannons, lances, torpedoes, nova cannons or launch bays at a later date while having a seriously powerful broadside that outranges almost anything (Range 11, the only weapon with more range is the Nova Cannon or Godsbane Lances).

As for the plasma drive... There isn't one with more output, I took the one only Grand Cruisers can take. All we could do to add power is get a better quality generator (upgrade craftsmanship) or take Auxiliary Plasma Banks down the line.


Male Human (American) Dungeon Master (Action Movie Director) 17

FYI for anyone knowledgeable in RT, the adventures I'm planning on running are: Forsaken Bounty, Dark Frontier, Vaults of the Forgotten, The Frozen Reaches, Citadel of Skulls, & Fallen Suns. So if you've played some RT before and have played in any these adventures, please feign ignorance.


hey AK! Did you know you are blocked for pm's?

Oh and if anyone would find it useful I can be reached at subtextorbust at the large corporate mail service with the doodles.

Sovereign Court

I shouldn't be- you PM'd me earlier and it worked. Email me at alexkilcoyne@hotmail.com quickly, got something to show you.

Sovereign Court

Absolutely fine- we have 4 additional weapon slots. I'd like to squeeze in a launch bay somewhere down the line but we'll see how it goes. Depends partly if we end up with a small craft specialist void master.

Dark Archive

Alexander Kilcoyne wrote:
Absolutely fine- we have 4 additional weapon slots. I'd like to squeeze in a launch bay somewhere down the line but we'll see how it goes. Depends partly if we end up with a small craft specialist void master.

AK, will the munitorium add a bonus to the plasma broadsides? or is that limited to macrocannons?

EDIT: the earlier post was deleted.


Alexander Kilcoyne wrote:
I shouldn't be- you PM'd me earlier and it worked. Email me at alexkilcoyne@hotmail.com quickly, got something to show you.

E-mail sent but you are still showing as blocked for pm's. Odd

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