DM Hector |
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.
Radavel |
House Tyr (A Warrant and Ship Origin Path)
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
The Adamant Will |
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? ;).
First Officer Alessaunder |
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.
First Officer Alessaunder |
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.
DM Alexander Kilcoyne |
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-
Rogue Trader Errata-
Shipbuilding/Ship Combat Quick Reference-
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-
Rogue Trader Players Table/Quick Reference-
Two page .pdf I recommend everyone looks at and/or downloads. Its extremely useful.
Alexander Kilcoyne |
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?
Mark Sweetman |
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.
Mark Sweetman |
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...
DM Hector |
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.
DM Hector |
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.
First Officer Alessaunder |
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.
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.
DM Hector |
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'.
Radavel |
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.
Alexander Kilcoyne |
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-
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.
DM Hector |
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.
The Adamant Will |
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.
DM Hector |
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.
Radavel |
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.