Master At Arms Ludicus Marleno |
1:2d10 + 25 ⇒ (1, 2) + 25 = 28
2:2d10 + 25 ⇒ (1, 6) + 25 = 32
3:2d10 + 25 ⇒ (7, 6) + 25 = 38
4:2d10 + 25 ⇒ (8, 4) + 25 = 37
5:2d10 + 25 ⇒ (10, 2) + 25 = 37
6:2d10 + 25 ⇒ (4, 10) + 25 = 39
7:2d10 + 25 ⇒ (7, 10) + 25 = 42
8:2d10 + 25 ⇒ (6, 8) + 25 = 39
9:2d10 + 25 ⇒ (2, 10) + 25 = 37
Reroll 1 2d10 + 25 ⇒ (5, 10) + 25 = 40
Fate points: 1d10 ⇒ 8
Wounds: 1d5 ⇒ 4
spinningdice |
Since the potential Seneschal dropped, I thought I'd switch back over:
Mattius Literati
Profile
WS BS S T Ag Int Per WP Fel
39 31 32 24 42 44 40 34 50
Movement: 4/8/12/24
Wounds: 5
Corruption Points:3
Insanity Points: 1
Fate Points: 40
Skills:Barter, Charm, Commerce, Common Lore (Koronus Expanse, Underworld), Deceive, Evaluate, Forbidden Lore (Archeotech, Psykers, Xenos), Inquiry, Literacy, Psyniscience, Scholastic Lore (Bureaucracy), Polyglot (Low Gothic, Trader's Cant)
Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Polyglot, Foresight, Peer (Underworld, Academics), Rival (Inquisition)
Traits: Street Knowledge, Xenophile, Seeker of Lore, Role: Master of Whispers
Armour: Xeno Mesh (Arms 4, Body 4, Legs 4)
Weapons: Boltgun (90m; S/2/-; 1d10+5 X; Pen 4; Clip 24; Reload Full; Tearing), Inferno Pistol(Mars) (10m; S/-/-; 2d10+8 E; Pen 13; Clip 3; Reload Full), Unarmed (1d5 I; Pen 0; Primitive)
Gear: Cameleoline Cloak, Chrono, Auto Quill, Data-slate, Micro-bead, Multikey, Xeno Mesh, Synskin, Boltgun, Inferno Pistol(Mars)
Mattius is a native of the Expanse, having grown up mixing with all manner of xenos and types that would be unwelcome elsewhere in the Imperium. He worked his way up, applying his sharp mind to his duties as a savant, and his even sharper wit to earning the right kind of friends. He is keenly aware that knowledge is power and has sought to increase his influence and knowledge to secure his place. On board the ship of a Rogue Trader is an ideal place to do this from, as well as keeping him out of the eye of the Inquisition, who have a great deal of interest in the sixth sense possessed by the newer generations of Footfallen.
Iago Elias McKie |
I'm not sure how I didn't notice this before, but I had Basic Weapon Training (Las) as a redundancy of Basic Pistol Training (Universal). I've dropped the extra Talented Talent and switched them around a little. (Iago is now just Talented with Command and Scrutiny and his character sheet reflects the changes).
Navis Yosarni |
2d10 + 25 ⇒ (6, 9) + 25 = 40
2d10 + 25 ⇒ (2, 9) + 25 = 36
2d10 + 25 ⇒ (6, 2) + 25 = 33
2d10 + 25 ⇒ (6, 5) + 25 = 36
2d10 + 25 ⇒ (8, 10) + 25 = 43
2d10 + 25 ⇒ (2, 10) + 25 = 37
2d10 + 25 ⇒ (6, 10) + 25 = 41
2d10 + 25 ⇒ (1, 9) + 25 = 35
Reroll on the 33: 2d10 + 25 ⇒ (6, 7) + 25 = 38
So my stats are 40, 40, 36, 36, 43, 37, 41, 35, 38 Will put in order later
Navis Yosarni |
Right - the character is coming into focus and I'm working through the mechanical choices:
Void Born -> In Service to the Throne (Tithed) -> Zealot (Unnerving Clarity) -> Darkness (Warp Incursion) -> Pride -> Navigator
Renegade House - Mutations: 2d100 ⇒ (14, 48) = 62 - Strangely Jointed Limbs and Eyes as Dark as the Void
Wounds: 1d5 ⇒ 3
Fate: 1d10 ⇒ 3 (3 Fate Points)
Iago Elias McKie |
I'd like to take the dark secret lineage from the explorer's handbook. In the place of "family" I'd like it to be his former command (one of the largest cruisers in the imperial navy and quite famous, the name of which will be held till someone comes up with a good one). The dark secret is that while Iago backed the Captain during the initial mutiny, after months of fighting, he was part of the group that eventually killed the Captain. Iago tells himself that the Captain had gone insane, but they'd been killing the innocent along with the guilty for weeks. The official story is that those few crewmen that survived were heroes. But they know the chaos that was unleashed on that ship survived and escaped. They just weren't willing to go down with the ship like their Captain.
My reservation is that it also comes with a -1 Starting Profit Factor. I'm already bringing along a -1 from Calamity and I'd rather not cripple our profit right off the bat. If it'll work, fine, if not, I'm happy with keeping the background without the mechanical benefit/drawback.
Spazmodeus |
K Rolls
2d10 + 25 ⇒ (6, 2) + 25 = 33
2d10 + 25 ⇒ (10, 1) + 25 = 36
2d10 + 25 ⇒ (7, 8) + 25 = 40
2d10 + 25 ⇒ (6, 10) + 25 = 41
2d10 + 25 ⇒ (8, 1) + 25 = 34
2d10 + 25 ⇒ (3, 6) + 25 = 34
2d10 + 25 ⇒ (7, 5) + 25 = 37
2d10 + 25 ⇒ (3, 6) + 25 = 34
2d10 + 25 ⇒ (4, 8) + 25 = 37
total: 101 , its a keeper
Re-roll lowest (33)
2d10 + 25 ⇒ (3, 10) + 25 = 38
so i've got
34,34,34,36,37,37,38,40,41
To the books!
Tanner Nielsen |
I have played Rogue Trader before, but with pre-generated characters. This is my first time making my own character, so please pardon my noobishness.
Reading over the Navigator, it seems very similar to the Guild Navigators from Dune. Slowly gaining mutations, navigators become monstrous creatures, physically wracked by their powers.
So I shouldn't worry about investing in social skills. Right?
wanderer82 |
Throwing some numbers out, see how it falls:
2d10 + 25 ⇒ (10, 5) + 25 = 40
2d10 + 25 ⇒ (4, 1) + 25 = 30
2d10 + 25 ⇒ (10, 7) + 25 = 42
2d10 + 25 ⇒ (9, 9) + 25 = 43
2d10 + 25 ⇒ (7, 2) + 25 = 34
2d10 + 25 ⇒ (5, 1) + 25 = 31
2d10 + 25 ⇒ (10, 2) + 25 = 37
2d10 + 25 ⇒ (6, 6) + 25 = 37
2d10 + 25 ⇒ (8, 7) + 25 = 40
reroll lowest (4, 1)
2d10 + 25 ⇒ (5, 6) + 25 = 36
F. Castor |
Damn... I am finding it increasingly difficult to ignore this game and its premise, especially considering the players showing interest. I think I will give it another try, if it is not a problem. I should say though that I am not all that familiar with the crunch/ruleset, so I will echo Tanner Nielsen's post: if anyone wants to chime in with feedback or suggestions once my character is submitted, please feel free to do so.
Now, on to some brainstorming, or at least as much as can be done while seeing patients... :-P
Alexander Kilcoyne |
I've not done a starting acquisition, I thought you had to wait and roll on the groups profit factor for that?
Not for your starting acquisition; it ignores your group's PF. This is one item of your choice with a total acquisition modifier of +0. Note that items of up to Very Rare quality receive a +30 modifier for only acquiring one (Negligible scale), so its quite possible to take a very decent gun or equipment with the starting acquisition.
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Reading over the Navigator, it seems very similar to the Guild Navigators from Dune. Slowly gaining mutations, navigators become monstrous creatures, physically wracked by their powers.
So I shouldn't worry about investing in social skills. Right?
Navigators are a necessary evil due to the sheer need for someone to navigate the perils of the warp. Thus, they are essentially "socially acceptable" mutants. Navis Scions (a special Into the Storm alternate career path) are actually Navigators trained in the arts of diplomacy, charm and courtly intrigue.
Like any other member of senior staff, I wouldn't advise entirely trashing your Fellowship.
With that said; with Inhuman Visage your character would wear a veil or mask in order to not continually scare other people.
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Very nicely rounded rolls you have there Spaz/Mark :)
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insanity 1d10+1
corruption 1d5
EDIT: AK, I think Silas is ready for your perusal. I will post the history of the Tyr Dynasty later if it's alright.
Will peruse and approve if all ok. Hold off on posting dynasty history, because to some extent it will depend on the Ship/Warrant origin path we'll generate together once the group is finalized.
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Tanner, I think your starting Wounds are off. You should have double your TB (Toughness Bonus, first digit of Toughness stat) as well as the rolled wounds.
I'm downloading the .pdf at work so I can peruse while informed but I think there are a couple of other issues.
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My reservation is that it also comes with a -1 Starting Profit Factor. I'm already bringing along a -1 from Calamity and I'd rather not cripple our profit right off the bat. If it'll work, fine, if not, I'm happy with keeping the background without the mechanical benefit/drawback.
I wouldn't worry too much about a -1 or -2 to PF at this stage. Make your concept/crunch without worrying about it too much :).
Alexander Kilcoyne |
Silas Tyr- your starting wounds should be your roll (4) + double your starting Toughness bonus. Seeing a lot of people making this mistake. This should give you 10 wounds, not 7. Please list Decadence in your talents list. Please list Paranoia too. Please list "Brook No Insult" and effects somewhere (from High Vendetta).
Please add a section with "XP Spent"- should be 4950/5000 for you.
You are missing your starting acquisition.
With all that in mind, listing you as Incomplete Application. Let me know when the changes are made, thanks.
Edit: In addition, you have Skill Mastery in Speak (High Gothic), having acquired it twice.
Edit 2: Embellish backstory a little or paste the original in because its a little light.
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Anyone else except Lord-Captain Silas Tyr ready for review (including starting acquisition?)
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Alright, its coming together. Need some more rolls.
[dice=insanity(stubjack)]1d5
[dice=insanity(crusade-call to war)]1d10
Edit: That has to be the most well adjusted war veteran in the Imperium lol.
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Tanner- would recommend a higher willpower. Your dealing with the Warp and your mind must be strong enough to withstand it.
Radavel |
I have inputted the changes except for starting acquisition and background story. The more detailed background story is linked to the Tyr Dynasty.
Suggested Secret Enemy
Did I mention that the secret enemy is actually the Word Bearers Legion?
Dark Secret
Guys any suggestions for a starting acquisition?
EDIT: I have pasted House Tyr's origin onto Silas' profile.
Tanner Nielsen |
Starting Wounds.. it should be higher?
"Forge world characters double their
starting Toughness Bonus and add 1d5+1 to the result to
determine their starting number of Wounds."
I rolled a 3, my Toughness bonus is a 3, so I should have 9 instead of 6?
Also, I will look over my background to see about taking choices that boost Willpower instead of Intelligence.