Rogue Trader: The Saga of the Demetrius Dynasty... (Inactive)

Game Master Alexander Kilcoyne


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Your Humble Narrator

Everyone please make at least one post here to 'dot' the thread. The purpose of this thread is for OOC discussion, clarification, questions to GM and anything else that may arise when writing the saga together :).

No consensus was really made on what was going to be done with the extra 3 ship points, so I took the liberty of randomising which option. We ended up with-

Augmented Mission and Augmented Thrusters

One item and Augmented Thrusters (adds +5 to Maneuverability of ship).

Temple-Shrine to the God-Emperor

The ships finished stats are-

The Void Wolf

Speed: 8 (7 in combat)

Manoeuvrability: +20 (this number is added to the pilot's maneuvering rolls)

Detection: +12 (this number is added to any augurs check)

Hull Integrity: 36 (effectively the ship version of wounds)

Armour: 19 (lances ignore armour but not void shields)

Turret Rating: 1 (applies a -10 penalty to hit and run attempts etc, represents the small turrets on the ship that are too small to damage large ships. Also gives +10 on boarding actions)

Space: 42 (1 space left)

Power: 45 (14 left)

Weapon Capacity: Dorsal 2 (Dorsal means top-mounted, and can fire in any direction except directly behind.)

Morale: 88/101% (+1 to all morale loss)

Population- 100%

Void Shields- 1

Machine Spirit Oddity-

Skittish: The ship fears battle, buckling against its masters when entering the fray. When in combat, reduce the ship's speed by 1. However, when not in danger it runs eagerly and fast- reduce long distance travel times by 1d5 weeks, to a mininum of 1.

Complication-

Xenphilous: Through dealings with some Xenos race, this vessel has been outfitted with examples of their blasphemous technology. When constructing the vessel, players must select 1 Xenotech component of their choice. However, any tech-use tests to repair the ship suffer a -30, due to the strange nature of the machinery. Should the character have Forbidden Lore (Xenos), the penalty is only -10. Also, the forces of the Ordo Xenos have an interest in the vessel and who controls it...

Crew Skill- Incompetent (20%, 2 ship actions)

Essential Components-

Jovian Pattern 2 Class Drive

Strelov 1 Warp Engine

Single Void Shield Array

Combat Bridge (+10 on tech-use tests to repair the ship)-

M-1.r Life Sustainer

Pressed Crew Quarters

M-100 Augur Array (standard)

Supplemental Components-

Compartmentalised Cargo Hold- When working towards a trade objective, this component grants an additional 100 achievement points.

Barracks- +100 achievement points when working towards military objectives, and grants +20 on boarding and hit and run actions when carrying troops (not currently carrying troops).

Augmented Retrothrusters- +5 maneuvrability (added in base ship stats), can only be damaged on a critical hit.

Temple Shrine to the God Emperor- Morale raised permanently by +3 (included above), +100 Achievement Points when working towards a Creed Objective.

Xeno-Tech Supplemental Components-

Shard Cannon Battery x2
Strength (max number of hits in a salvo)- 4
Damage (per hit): 1d10+2
Crit Rating (number of degrees of success to crit): 3
Range- 6

I'd still like a player to make a 'Void Wolf' alias to trackall this stuff. Pleeeease? Pretty pleeeease?


*Phew* One space left? And getting more space would mean getting a new hull, It seems this ship might be pretty "final" in a way. Good thing it's a cool ship.

Sovereign Court

Starting PF- 46

Jeroul- No change.
Praetia- No change.
Lion- Net +0
Minerva- +1
Havelock- No change
Nightflier- Reduces PF by 1 (Dark Secret lineage)

Starting PF- 46

Sovereign Court

BoggBear wrote:

*Phew* One space left? And getting more space would mean getting a new hull, It seems this ship might be pretty "final" in a

way. Good thing it's a cool ship.

That frigate has an unbelievable amount of stuff crammed into it for a ship its size :). Potentially you could trade up with enough time and profit factor :).


Haha I know, it's almost enough to make the hull rupture already, poor Havelock will have his hands full trying to quieten the groan of a machine spirit with a stomach ache.

Sovereign Court

Game thread is up as promiser-

Link


Ship looks good.

The crew will feel better knowing there are regular services and there are things you can do later that don't take space to improve the ship.

As the Navigator, I'll make the Alias to track this information.

Sovereign Court

Lion Rogal Guilliman Benetek wrote:

Ship looks good.

The crew will feel better knowing there are regular services and there are things you can do later that don't take space to improve the ship.

Is funny, the last frigate I designed was for an antagonist and I ran out of power long before space... It was more heavily armoured than a cruiser due to all the armour plating I slapped on it...

Note- I just edited the ships crew rating, machine spirit oddity and complication in.


I'll put the info into the The Ship's Alias later tonight.

Sovereign Court

Thanks :)

I expect people are wondering how i'm planning to handle fate points and anything else relying on a 'per session basis', such as command checks to improve morale.

Effectively, your in session 1 now. I'll likely refresh your FP once or twice during the endeavour I have planned, as it will be fairly long. I'll make it very clear when I do this.

Sovereign Court

Alex, mind if I take a legitimate "charm" as my free acquisition item? If so, it'll be a fingerbone from my dead mother, who died when Praetia was young in a assault from Chaos forces on Cadia.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Dot,

The ship's looking good... Now i'm off to the game thread.. :)

Sovereign Court

Nebel- Yup thats fine.


Pretty good. I'm happy with the ship!

Sovereign Court

Wonder where nightfliers got to...


Nightflier apologizes for not being online, but he is having some problems with opening paizo.com, it's a provider thing, apparently, but it should be resolved by the end of the week.

Sovereign Court

I think I saw you or someone else mention that in another discussion thread. Thanks for the info.


Good thing too, playing Rouge Trade WITHOUT a Rouge trader? Perish the thought! :)

Sovereign Court

The first game of RT I GM'ed didn't have a RT player character, or even a NPC one. She was killed at the very beginning of the campaign, and covering up her death under a vague 'illness' was one of the recurring plot themes.


Well, if you like I could just head to the private quarters with my trusty bolt gun right now *winks*


Alexander Kilcoyne wrote:
The first game of RT I GM'ed didn't have a RT player character, or even a NPC one. She was killed at the very beginning of the campaign, and covering up her death under a vague 'illness' was one of the recurring plot themes.

Weekend at Bernies!


BoggBear wrote:
Well, if you like I could just head to the private quarters with my trusty bolt gun right now *winks*

You just try it,... Bub.


Haha, nah, I don't think I will, not until I get the go-ahead from AK anyway.

Sovereign Court

Anyone have the Investigation/Inquriy skill?

Sovereign Court

Some of you picked up skills that could be used as a 'basic trained skill', for example forge worlders all get Tech Use as basic even though its normally a trained only skill.

Many of the skills you might use are already basic- anyone can make enquiries for example.

If a skill is at basic level (untrained) you roll under half of your appropiate stat for it.

For example, if you have fellowship 50 and have command untrained, you roll under 25 for your command checks.

Heres a list of skills you all have at basic- training obviously supercedes basic.

Awareness (Per)
Barter (Fel)
Carous (Tou)
Charm (Fel)
Climb (Str)
Command (Fel)
Concealment (Agi)
Contortionist (Agi)
Deceive (Fel)
Disguise (Fel)
Dodge (Agi)
Evaluate (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (Str)
Logic (Int)
Scrutiny (Per)
Search (Per)
Silent Move (Agi)
Swim (Str)

I'd suggest copying these into your character profiles when you get a chance.


Lion is trained in Inquiry


Rogue Trader

Guys, my provider had some problems so my internet access was restricted. I've done some work on my character, so I present to you Constantine Demetrius, the Trader of House Demetrius.

Sovereign Court

Did you already roll for your fate points? I don't recall.

Ok your total wounds will be-

1. Double toughness bonus (first digit)= 8

2. Feel no pain- 5 wounds

3. Roll 1d5.

Thus- 13 + 1d5 wounds for you :)

You still need to pick and include your armour (both give AP 6 i believe anyway)

Please include all the basic skills I have listed on this thread :)

The game thread is up as well, in case you haven't found it.

Sovereign Court

Lion Rogal Guilliman Benetek wrote:
Lion is trained in Inquiry

Ok, you may have to venture below decks with me. For some reason, they did not see fit to give the missionary any skills in finding or rooting out heresy...


Don't feel too short changed. Normally, the navigator doesn't get the skill either. Inquiry seems to be mostly a Seneshal class skill.

Rogue Trader really isn't well set up for 'Investigation' style action.

They missionary really needs to use Charm to convince people to talk.

You can also use things like Intimidate which is normally how Navigator's find out things.

'Into the Storm' with the Navis Scion allowed me more Fel related skills making my character a cross between a Navigator and a Seneshal.

You do get Intimidate at Rank 3 and full Inquiry at Rank 4.

No problem on Lion helping out. He has no trouble finding people to pass over for re-education as long as it isn't him.

Sovereign Court

Smerg- Really enjoying all the extra life you are adding to the game!

Once nightflier makes his first post, you really need to commit to doing something as a group-

1. Investigating the distress signal.

2. Root out possible heresy in your underdecks (this will be a skill challenge and a variety of skills could be used)

3. Sail on!

My RL group would always meet in 'Plotting Room 4' for decisions so they could draw upon the whole command crews experiences and knowledge before making a decision.

Dark Archive

I'm still having trouble posting. I've tried to add the description to my profile several times, but to no avail. My provider promised that everything will be fine tomorrow.

I rolled for fate points in the recruitment thread.

Here's for wounds: 1d5 + 13 ⇒ (4) + 13 = 17

Sovereign Court

Alexander Kilcoyne wrote:

Smerg- Really enjoying all the extra life you are adding to the game!

Once nightflier makes his first post, you really need to commit to doing something as a group-

1. Investigating the distress signal.

2. Root out possible heresy in your underdecks (this will be a skill challenge and a variety of skills could be used)

3. Sail on!

My RL group would always meet in 'Plotting Room 4' for decisions so they could draw upon the whole command crews experiences and knowledge before making a decision.

My two thrones:

1) Nuke it from orbit, the only way to be sure.
2) I see this as being more of a long-term sub-plot, working to ferret-out the cause while pursuing other objectives.
3) For these types of 'in media res' scenarios, I like to get to the destination/tie up the loose ends before pursuing other objectives.


Well, my own take on those would be:

1)Havelock would want to go in, to rescue as many of the Omnisiahs children as possible from heretics and unbelievers.
2)Havelock is a bit of a renegade himself in thinking so he would probably be a bit leery, but not openly so.
3)Well since we are heading to a port ro resuply and such, Havelock would probably want to investigate the other things first.

Dark Archive

AK, I'm gonna add missing stuff to my profile tomorrow, but I wanted to ask several things first:

1) Is rogue trader to be played as "master and commander" type of character? What should be his relationship with other characters look like?

2) Are there any pets available in the game? Just for RP purposes? Genetically modified dogs, wolves, cats - whatever?

Sovereign Court

1. The Rogue Trader is the most leadership style character of the eight. He is the head of the dynasty, and while all the command crew are absolutely vital he is the driving force behind the dynasty. His ambitions and his commands can change the fate of millions. I think there is actually a talent called master & commander lol.

Effectively, you are the head of the dynasty, by birthright. A wise rogue trader listens and often defers to his command crew, but he often makes the final decision.

However, it seems haven't quite got the nature of the relationships over to everyone correctly. Even though the dynasty is relatively new, you know and possibly even trust the other members of the command crew. You've likely had a few adventures together already, and they have already proved their worth, even if only by managing to claw their way to a top rank in a Rogue Trader dynasty.

2. Possibly, but they would be subject to acquisition rolls or use of the wrangling skill.


Lion is the product of the Imperium's education system and careful Lifepath choices. He has no corruption or insanity points. He has no forbidden lore of chaos or heretics.

1> So this is pirate mayday or a pirate trap. Running Silent is a good idea till we learn more.

2> This is a longer term thing that can go on between ports of call when the ship is in the Warp between worlds for weeks at a time. Heck, we might find a web way connected to the Xeno-tech if we do enough investigating or end up in a battle with the crew for ownership of the ship. Time will tell.

3> Lion is always hungry for profitable opportunities so investigating a bit is sensible but running might be required. Nothing ventured, nothing gained.


Hey guys. I know your game's started running, but I was wondering if you might have space for another 40K player. This character was created for a DH game that sadly folded on us, but if you take me in, I'll fill out the stats for a RT character. (Hopefully Hand remembers me :) )

I'd be interested in playing a Seneschal if you're happy to take me, I don't think you have one right now, from looking at your threads. I'd try to squeeze out as much profit as possible from whatever we encounter and make sure we pick up any interesting/important news.

Sovereign Court

Hi Trex- we had interest from another person on the original thread in gamer cnnection, but group consensus was to keep the numbers at 6 players + 1 GM for now, unless people have had a change of heart.

However, watch this space- I haven't yet hadthe good fortune to run a PbP without losing a player eventually.

Oh also, smerg probably best to track PF on the void wolf alias for convenience.

Sovereign Court

Might be worth noting on the Void Wolf's profile, you effectively have two aquila lander- small craft used for hit and runs, landing on planets, small craft operations etc.

The stats for aquila lander are as follows (worth putting onto the void wolf profile)-

Tactical Speed- 24 m/ 12 AU's
Cruising Speed- 2,200KPH/7 VU's per strategic turn in space
Maneuv- +10
Integrity- 25
Size- Enormous
Armour- Front 21, Side 21, Rear 20

Weapons- 1 pilot operated autocannon (facing front, range 300m (3AU's), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 60, Reload 2 full actions.

As implied in my last post, void suits are not generally available. You can acquire enough for your crew as an acquisition at a later date though.


The Void Wolf wrote:
I'll put the info into the The Ship's Alias later tonight.

I updated the profile to show the two Landing Craft and the current Profit Factor of 46.

Sovereign Court

Thanks :)

For some reason I thought every character started out with a void suit, but a few do not. I'm going to hand one out as a freebie, so every character without one please add one to your equipment (Hand 13 can have one too).

It would be a shame for some of the group to not board if thats what you decide to do (although if someone is left behind intentionally thats fine :P).


A couple of technical questions.

How many people can a lander carry? It says it is Enormous but how many boarding party would that equal?

You said that we've emptied out the Barracks at the moment since we made a landing to earn the Rogue's Warrant.

How many of the crew can be armed and readied for boarding crew with Minerva leading them?

Sovereign Court

10 people or equivalent cargo. Detailed stats are in Into the Storm.

Boarding is handled fairly abstractly, with command checks making up the base mechanic. Its assumed almost the whole crew is involved with the boarding, with damage dealt during boarding being done to hull integrity, morale and crew population.

Effectively if a proper boarding action goes underway first the two ships have to latch together, entries are made and the batte is joined. The crew are a somewhat motley bunch, apart from a small cadre of armsmen the rest have pistols and primitive weapons mostly. But its the command ability of the person co-ordinating the boarding that really makes the difference.

Dark Archive

Guys, my internet is down again. I'm writing this from a friend's PC, who has wireless access. It's very cold here and there are some interruptions in connections or something and the holiday season is in full swing, so it is very difficult to make providers do anything to rectify this situation before New Year. Sorry about this.

Sovereign Court

No problem, this stuff happens and people are still pretty busy with the holidays anyway. Just post when you can and thanks for letting us know.

Dark Archive

Hey, guys. My internet issues should be resolved by the end of the week. At least I was assured that when I called my ISP. I suppose that the fact that my ISP is going up for a sale, probably to a German company, doesn't help with their daily operations. Hope I'll be back soon. I have managed to somewhat follow game thread on my phone. I suppose that Constantine, being the captain, will remain on Void Wolf, while others investigate the other ship.

Sovereign Court

Fair enough.

Actually, Constantine is effectively bound by an unwritten code of honour that as a Rogue Trader he will always be among the first to make planetfall or shipfall. Rogue Traders can stand back and send men across to an unknown location, but it will be punishing to crew morale.

Also, Jerol will come along too- this will likely not resolve in a week as I haven't even updated yet :). Will DM bot him until ali's back.


I know I asked this before (as Augustus) and I won't again if you still prefer to stay at the current number of players, but my attempts to find interested parties for another RT game here haven't had any success.

I'd very much enjoy joining your group from reading through your IC thread and I've read up a fair amount on the RT setting and the 40K universe. If it's a question of not wanting to lose the pacing of your game then I can promise I can post several times a day and would be able to keep up. :)

I also have an idea about how my character could enter the game based on current events, without causing disruption for you.

As said, I'll not spam your thread agian if you still prefer to keep things as they are, but thanks for hearing me out. :)

Sovereign Court

Yeah I noticed your topic in Gamer Connection.

I'm actually inclined to say hop aboard- particularily in light of people inevitably not being able to post for a weeks at a time etc. It won't affect my current endeavour much certainly- and if you happened to be inclined towards a Seneschal you'll have a lot of skills the group currently lacks and as the RT's 'right-hand man' you might be able to make decisions when nightflier isn't able to post (although Smerg is doing an admirable job keeping things moving with Lion too).

Players- opinions please.

Note- Its highly likely that several players here know the 40K fluff better than I do, but I don't consider that a problem; especially as the Koronus Expanse is full of surprises.

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