Alexander Kilcoyne |
Navis Yosarni wrote:I'm keen enough to start 100% green and build organically from there :)Oh, I'd be more than happy to start without any experience. I was more just thinking of the common avaliabilty/common craftsmanship rule to starting equipment (GM's discretion to start with any number of common availability/craftsmanship items from the Armoury) because I'd rather not have to roll an Acquisition in game to get a bunch of minor personal stuff. Like a Chrono, Data-slate, Backpack, Survival Suit (or Void Suit for those characters that don't start with one), or even a Shipboard Emergency Kit to throw in the character's quarter's or office.
We'll be using the auto acquire acquisition rules mentioned somewhere; basically if a roll cannot fail to acquire it you may acquire it automatically.
Will depend on starting PF.
Alexander Kilcoyne |
Tanner Nielsen wrote:Hey, Cassian. Would "The Face of the Enemy (Mutants)" apply to navigators?GM discretion I imagine? But I'd say that wasn't my intent. Navigators are almost a sub-race I think. In the way that Ratlings aren't mutants, Navigators are almost a "thing" unto themselves. I was thinking more of actual "new" mutations, rather than a genetic pattern that has held for so long. That said, probably doesn't like Navigators too much - especially those with particularly odd mutations.
Alexander Kilcoyne wrote:
Sheet looks mostly complete; where does your extra Psychic technique come from?You get Astral Telepathy for free along with two others for being an Astropath. You have an additional one listed. Source?
In addition, you've spent 500XP but also spent 300XP in your origin path.
You are welcome to start with a Power Axe but Melee Weapon training (Primitive) doesn't cover its use and you will incur a -20WS to hit.
Psychic Powers:
I took Mind Probe and Sensory Deprivation as my "free" powers. Thought Sending is the "Basic Technique" listed for Telepathy. I didn't really know where else to list it other than under Psychic Powers, but I'm happy to move or remove it if that would make the sheet more readable. Not being used to the system, I really don't know what "standard" format for that stuff is.
XP:
I tried to list the Origin Path stuff in the same itemized list as the Advances as just other purchased advances (I copied the format Iago was using). So I just listed out the XP costs for the origin Paths (300XP) as well as the two purchased advances (200XP) in the same place.
Power Axe:
I actually took Melee Weapon Training (Universal) as the free Talent from Hand of War (Trials and Travails). My intention was to be able to use it proficiently from the start.
Approved.
Iago Elias McKie |
Bear in mind I do expect our game's characters to be larger than life, indomitable figures. No hiding behind the cannon fodder!
Radavel: With this in mind, what's Silas Tyr's personality like? Also, how would you prefer the other characters to view this character? He's obviously competent, but would you prefer him to grow into the role of respected Captain, or should most of us already see him as a competent leader. For example, McKie can see him as a competent young Captain that still has to prove whether that intelligence and natural leadership will hold up under stress. Or he can think of the Captain as already having proven this and follows because he knows the Captain will make the right choices when they need to be made.
Does he lead from the front naturally, or does he do it because it's required? It won't make him a coward to be cautious, you just don't want him to come across as more than cautious. (Unless, of course, that's your intention with the character, but I expect not.)
Boggbear: If both of our characters are chosen, how would you like our relationship to be? There's a bit of overlap between the characters, but their roles are separate enough that this can either be completely fine or cause some slight tension. It's up to you which you'd prefer. As two ex-Navy officers it's easy to see them working together to keep the rest of the crew in fighting shape.
Radavel |
Silas is born and trained to lead, especially after the disastrous disappearance of his father.
He is reckless as shown by the many duels he has fought prior to assuming the mantle of Rogue Trader. However, the absence of an heir, tempers his impulses.
He relies on his subordinates to carry out his orders, expecting them to do their best but planning for any contingency.
He leads from the front but is not above to having his House Guard securing the area first.
Perhaps in the eyes of Mckie, Silas still has a lot to prove. But one look in Silas' eyes then Mckie would know that Silas has seen much and more.
Alexander Kilcoyne |
He leads from the front but is not above to having his House Guard securing the area first.
This will be a definitive issue, especially when exploring. Rogue Trader must always be the first to set foot in new lands.
Don't go into the game expecting to have too many men fighting with you in skirmish-style conflicts; there will be mass combat within this trilogy (and perhaps beyond) and there will also be raid-style operations; I want to make fairly clear distinctions between the two.
Sometimes the two might blur; but that would be (for example) a scene where your holding the centre of a fighting line, or dispatching an elite band of Stormboyz while the armies fight around you.
Pure mass combat will be abstracted, for the most part.
Iago Elias McKie |
Perhaps in the eyes of Mckie, Silas still has a lot to prove. But one look in Silas' eyes then Mckie would know that Silas has seen much and more.
To be clear, pre-game my character's views are completely malleable. I'm more interested in how you picture Silas being viewed by other characters so that I can have a better idea of how my character will see him. Character backgrounds and descriptions can't tell the whole story, and I've found that people's views of their own character rarely survive contact with other player's characters (either that, or misunderstandings abound). So I'm just trying to get a feel for how you expect him to be looked at by other characters. And I can work with just about anything.
Radavel |
Radavel wrote:He leads from the front but is not above to having his House Guard securing the area first.
This will be a definitive issue, especially when exploring. Rogue Trader must always be the first to set foot in new lands.
Don't go into the game expecting to have too many men fighting with you in skirmish-style conflicts; there will be mass combat within this trilogy (and perhaps beyond) and there will also be raid-style operations; I want to make fairly clear distinctions between the two.
Sometimes the two might blur; but that would be (for example) a scene where your holding the centre of a fighting line, or dispatching an elite band of Stormboyz while the armies fight around you.
Pure mass combat will be abstracted, for the most part.
Understood. Silas will be reading very carefully the fine print in all Writs of Claim, which will all probably require him to set foot first.
Iago Elias McKie |
And as Alexander noted, as the Rogue Trader you're required to go in first almost all the time. It's possible to do this in a way that is more cautious and still keeps you protected. Like stepping in first, then immediately having your personal bodyguard (Ludicious would be a good choice for that) leading the team forward. This can be portrayed in a few different ways: The Rogue Trader may be exceptionally confident in his people's ability to handle the situation. On the other hand, he may be too cautious. It's a fine line to walk, but it's doable. Keep in mind this is just one situation. If the Captain often stands up for his men against outsiders, or leads in other ways, it won't be questionable that he's not the guy that's kicking down doors. He just always has to step forward first and you probably don't want it to look like he's trying to find any excuse not to.
It's important that all of the players understand the situation the same way even if the characters have slightly different opinions. For example, it's fine if a character thinks the Rogue Trader is being a coward, even if that's not the intent, as long as the actions are defensible and the opinion comes across as overly harsh (even if arguable). That way there's some tension with the characters that would face smash anything that gets in their way, but not so much that they'll be calling out the Captain every time we set foot on a new planet.
Oh, and on the note of House Guard, my recommendation in any 40k game is to think of them as red shirts from Star Trek. They're essentially present to portray just how dangerous a situation is. ;)
Cassian Orrel |
Radavel, I'm also interested in how you see keeping the crew together. By and large, at least for the exceptional individuals (PCs, etc.) is it the goal that people stay around because they have nowhere else to go (heretics, or just the "crimes" committed on the RT ship have made too many enemies) or that they stay because they want money or even that they enjoy the camaraderie, etc? I mean obviously we all have our reasons for signing up and all have our reasons for being in the Expanse. I'm wondering, when some other Rogue Trader shows up and offers a job, what you figure the reason for saying no would be.
Alexander Kilcoyne |
Rogue Trader warp capable flagships are like minor civilizations unto themselves, especially the really big ships. And there is always more meat to go into the grinder... manpower is the cheapest resource in the Imperium.
One would assume that through trickle down economy, even the lowliest ship scrub could aspire to great things in a rising dynasty.
As for the senior staff; you've all clawed your way somehow to be the literal leaders and most respected figures of the dynasty.
Lord-Captain Silas Tyr |
"As a whole, our crew will stay because they are part of a brotherhood, a dynasty that has survived since before the dawn of the Imperium."
(Add Clan-Kin quarters for higher morale)
"And criminals will receive a fair trial then shoved into the nearest airlock."
EDIT: Aside from me, who else has Brook No Insult in their character sheet?
divineshadow |
If there is still time I might try to whip something up. Bought the book a bit ago and would like to use it.
1. 2d10 + 25 ⇒ (7, 6) + 25 = 38
2. 2d10 + 25 ⇒ (9, 2) + 25 = 36
3. 2d10 + 25 ⇒ (5, 8) + 25 = 38
4. 2d10 + 25 ⇒ (9, 8) + 25 = 42
5. 2d10 + 25 ⇒ (6, 2) + 25 = 33
6. 2d10 + 25 ⇒ (1, 6) + 25 = 32
7. 2d10 + 25 ⇒ (2, 9) + 25 = 36
8. 2d10 + 25 ⇒ (7, 4) + 25 = 36
9. 2d10 + 25 ⇒ (1, 6) + 25 = 32
Reroll. 2d10 + 25 ⇒ (3, 5) + 25 = 33
Alexander Kilcoyne |
Hi divine shadow. There is still time. Ship points depend primarily on the Warrant/Ship origin path which I will generate with selected players once the recruitment has ended. Characters do modify SP but only with a few specific options, such as Child of Dynasty home-world.
Edit: Re-roll your stats shadow, you come to 99 points total inc. reroll and I declared anyone below 100 can re-roll across the board.
Cassian Orrel |
Also Silas you mentioned having other people contribute to the ship what would I need to take to do that. Im not super familiar with RT yet. Just now getting a handle on the system as a whole.
Did you have a career in mind? And I think, at some level, every character is designed to help the ship in some way. Though I admit that's my novice impression of the system.
Iago Elias McKie |
"As a whole, our crew will stay because they are part of a brotherhood, a dynasty that has survived since before the dawn of the Imperium."
(Add Clan-Kin quarters for higher morale)
"And criminals will receive a fair trial then shoved into the nearest airlock."
EDIT: Aside from me, who else has Brook No Insult in their character sheet?
I think the question was more directed at why you think the characters will stay rather than the npc crew. This ties back in to how you'd like your character viewed by other characters. Certainly each character will have their own reasons, and players will come up with others, but it's a good idea to know how the RT, both in and out of character, looks at things.
I think what Cassian means, and correct me if I'm wrong, is what would you like our characters' reasons for staying with your particular Rogue Trader to be? What do you think would be good reasons to stay with him over taking other jobs. (You knowing him the best, and all).
divineshadow |
Hi divine shadow. There is still time. Ship points depend primarily on the Warrant/Ship origin path which I will generate with selected players once the recruitment has ended. Characters do modify SP but only with a few specific options, such as Child of Dynasty home-world.
Edit: Re-roll your stats shadow, you come to 99 points total inc. reroll and I declared anyone below 100 can re-roll across the board.
Sweet missed that. And here I was thinking that guy would eat my guardsmen lol.
1. 2d10 + 25 ⇒ (9, 5) + 25 = 39
2. 2d10 + 25 ⇒ (6, 6) + 25 = 37
3. 2d10 + 25 ⇒ (8, 3) + 25 = 36
5. 2d10 + 25 ⇒ (7, 8) + 25 = 40
6. 2d10 + 25 ⇒ (9, 4) + 25 = 38
7. 2d10 + 25 ⇒ (9, 1) + 25 = 35
2d10 + 25 ⇒ (3, 4) + 25 = 32
2d10 + 25 ⇒ (1, 6) + 25 = 32
2d10 + 25 ⇒ (2, 3) + 25 = 30
Iago Elias McKie |
Alexander Kilcoyne wrote:Hi divine shadow. There is still time. Ship points depend primarily on the Warrant/Ship origin path which I will generate with selected players once the recruitment has ended. Characters do modify SP but only with a few specific options, such as Child of Dynasty home-world.
Edit: Re-roll your stats shadow, you come to 99 points total inc. reroll and I declared anyone below 100 can re-roll across the board.
Sweet missed that. And here I was thinking that guy would eat my guardsmen lol.
** spoiler omitted **
That re-roll is impressively bad. Though you missed 4 on your count. At first I thought you rolled that low again *with* a re-roll. But it's still only a 94. Which is...amazingly bad.
Darius Darkblade aka Legionare |
Yeah an edit ate he numbers. I swear the dice gods hate me here. Lol. Wonder if he will want me to reroll again. Just in case.
1. 2d10 + 25 ⇒ (1, 1) + 25 = 27
2. 2d10 + 25 ⇒ (9, 1) + 25 = 35
3. 2d10 + 25 ⇒ (4, 5) + 25 = 34
4. 2d10 + 25 ⇒ (9, 5) + 25 = 39
5. 2d10 + 25 ⇒ (8, 8) + 25 = 41
6. 2d10 + 25 ⇒ (9, 7) + 25 = 41
7. 2d10 + 25 ⇒ (9, 1) + 25 = 35
8 2d10 + 25 ⇒ (4, 9) + 25 = 38.
9. 2d10 + 25 ⇒ (7, 3) + 25 = 35
Reroll 2d10 + 25 ⇒ (5, 9) + 25 = 39
Iago Elias McKie |
I'm the absolute last person to discourage competition in recruitment threads, so don't take this as anything like advocating making something different from what someone else presented. (To those that have).
But, if people are looking for concepts that don't overlap with others presented, there hasn't been a medical officer or pilot put forth yet. (There are characters that *can* pilot craft presented, but no dedicated pilot.) But again, I'm all about competition since that tends to end up with more cohesive groups with more connections to one another. (Generally as a result of the GM having more choices to find things that work best together.)
Cassian Orrel |
Furau (Darius Macalah) has a Missionary application almost finished. With that said, if I were asked to present another character I'd be sorely tempted to write up a missionary medical officer. It seems like such a great opportunity in Rogue Trader.
I considered an Explorator medic-like character as well before going with translator/communicator. I have to say, being medic does seem like a cool role in a Rogue Trader game.
BayouSnowman |
Ok, So I've posted all the details to my created Alias, Cyberius Darwin.
I'll be filling in the story after some sleep and your approval of origin path. I did go over by 200 points, but I read an earlier post where you allow this. If it's a problem here, let me know.
Thus far I haven't even noticed you putting my Application down as in progress, perhaps I never mentioned a career choice earlier. Anyways, if there's anything else needed besides some story, let me know.
BayouSnowman |
Not sure if I need to do another roll for another application, or just use my previous ones...I like my previous ones, but up to GM.
2d10 + 25 ⇒ (5, 1) + 25 = 31
2d10 + 25 ⇒ (2, 7) + 25 = 34
2d10 + 25 ⇒ (4, 9) + 25 = 38
2d10 + 25 ⇒ (6, 5) + 25 = 36
2d10 + 25 ⇒ (1, 10) + 25 = 36
2d10 + 25 ⇒ (4, 5) + 25 = 34
2d10 + 25 ⇒ (5, 10) + 25 = 40
2d10 + 25 ⇒ (5, 4) + 25 = 34
2d10 + 25 ⇒ (4, 2) + 25 = 31
Well those didn't equal a 100, so gonna roll again.
2d10 + 25 ⇒ (5, 8) + 25 = 38
2d10 + 25 ⇒ (3, 1) + 25 = 29
2d10 + 25 ⇒ (3, 2) + 25 = 30
2d10 + 25 ⇒ (9, 10) + 25 = 44
2d10 + 25 ⇒ (5, 9) + 25 = 39
2d10 + 25 ⇒ (9, 6) + 25 = 40
2d10 + 25 ⇒ (8, 8) + 25 = 41
2d10 + 25 ⇒ (3, 10) + 25 = 38
2d10 + 25 ⇒ (5, 7) + 25 = 37
Re-roll my second
2d10 + 25 ⇒ (2, 4) + 25 = 31
Cool, so those will work for my second application or I can use original roles for Explorator Application.
Cassian Orrel |
Navis, since you are also Footfallen would you like to have known each other back in the day? It looks like you are actually from Footfall which is fine with me. Maybe we knew each other while I was hovering around trade deals and were acquaintances if not friends? Perhaps wel lost contact when I went off searching for the Black Ships and now that I've returned to the expanse, you encouraged me to join this particular crew (recruiting like a good Seneschal).
Iago Elias McKie |
Do we have a tech guy yet? If not I will do a medic/repair concept. Just bought into the storm will need a few hours to absorb it.
There are two Explorator applications finished at the moment. They are generally the "Tech" characters. Neither are medics, I believe. The top of the page has all the listed applications that are finished and approved as applications.