Cassian Orrel |
Cassian - as far as forging links between characters, sure... but after AK makes his decision about who is in and who is not.
Fair enough. Anyone else looking for ties or cross backgrounds in advance? I think it helps both applications and it isn't like it is set in stone and can't be dropped at a later time if necessary. I just always like to see where there are opportunities for cooperation so if/when picked the game can get hopping.
BayouSnowman |
My explorator will be Tech/Medic for sure. While I can't take medic until level 2, I was going to get an "advanced medkit", which is rare and allows Medicae to be used at Basic. I'll need this until level 2 until I pick up medicae, or maybe an elite advance before level 2...We'll see. Later on, with Unnatural Intel, it allows an Explorator to heal for much more. Also I'll be going Genetor at Level 3, which means I won't be replacing my body with mechanical parts, instead I'll be preserving my flesh and delving into XenoBiology.
There are some other nice medkits, but they aren't available in 2 books we'll be playing in. Will we be able to create things similiar?
For example, my current GM i play locally with some friends, he has us playing in the Eastern Fringes, far from Mars or the Lathe System, so some things we can aquire, but are maybe a bit different and/or impossible in the outer reaches of the galaxy. For example, Lathe Lacing armour upgrade isn't available but maybe later we'll find an equivalent substitute..etc etc.
For our game, if I wanted to build some Chireugen Tools medkit for example, forgive the spelling, would that be possible? Same components, but maybe different name or origin..etc.
Cyberius Darwin |
F. Castor |
Alright then. Arannis Crane is finally finished, i.e. I have added the Appearance, Personality and Background information in his alias/character sheet.
Iago Elias McKie |
My explorator will be Tech/Medic for sure. While I can't take medic until level 2, I was going to get an "advanced medkit", which is rare and allows Medicae to be used at Basic. I'll need this until level 2 until I pick up medicae, or maybe an elite advance before level 2...We'll see. Later on, with Unnatural Intel, it allows an Explorator to heal for much more. Also I'll be going Genetor at Level 3, which means I won't be replacing my body with mechanical parts, instead I'll be preserving my flesh and delving into XenoBiology.
When I posted earlier about no Medic I had thought I mentioned that your character looked like it would be going the Genetor route, but it appears I did not. In general, Explorators make good battlefield medics. With a high intelligence and a medkit, they can at least get the body back to the ship's doctor. Any more than that and you're just being greedy. ;)
Cassian Orrel |
Also, I'd like to clarify I'm applying for the position of:
Enginseer Prime or Omnissianic Congregator for
Did your Psyker knowledge come from the Orks? If you were looking for a tie, maybe it got fleshed out when our characters ran into each other. Sounds like you spent some time hanging out in the Expanse prior to joining the Rogue Trader crew.
Iago Elias McKie |
My explorator is going tech/combat, though I would be happy to pick up medicae on my next advance. Venatorii bred, but manifested far more intelligence and free will than was expected from his batch of clone-bred soldiers.
Do you know what ship role you'd want to fill? Explorators have a lot of options.
Oh, and I don't think Medicae is absolutely positively necessary, I just mentioned Chief Chirurgeon as an idea because I think it'd be really fun to play in a Rogue Trader.
Alexander Kilcoyne |
Turnage |
Career: Navigator
Rank: 1
Current Statistics
Wounds:
Fate Points:
Insanity:
Trien was one of those, left to die with only half the limbs he needed to function, and a facial deformity so severe that even his parents couldn't bare to look at him. Picked up and sold into slavery before he could die of starvation, he clawed and battled his way out of the pit, with only his will to survive keeping him going. After many years he finally came into his talents, the third eye, and one that could be bought by any scum with enough resources to get a warp capable ship.
It wasn't long before he became a smuggler, with many years and many coins under his belt, he was looking for more, and this rogue trader who was heading to the rich planet of damris...now this looked profitable
2d10 + 25 ⇒ (3, 7) + 25 = 35
2d10 + 25 ⇒ (5, 3) + 25 = 33
2d10 + 25 ⇒ (4, 5) + 25 = 34
2d10 + 25 ⇒ (10, 1) + 25 = 36
2d10 + 25 ⇒ (5, 10) + 25 = 40
2d10 + 25 ⇒ (4, 8) + 25 = 37
2d10 + 25 ⇒ (2, 9) + 25 = 36
2d10 + 25 ⇒ (9, 6) + 25 = 40
2d10 + 25 ⇒ (7, 5) + 25 = 37
lets re-roll that 33
2d10 + 25 ⇒ (2, 2) + 25 = 29
or you know lets keep the 33....
ok so:
WS: 34
BS: 37
S: 36
T: 36
Ag: 35
Int: 40
Per: 37
WP: 40
Fel: 33
Void Born,
Scavenger (Resistance (Fear), +3 WP, 1d5 insanity
Lure of the Void, Mutant
Trians and Travails, Press ganged, skills Ciphers, Common lore underworld
Motivation, Fortune
Navigator mutations (+1 for rogue house)
1d100 ⇒ 43 Pale and Hairless
1d100 ⇒ 19 Strangely Jointed
Mutation from lure of the void
1d100 ⇒ 75 Necrophage
Common Lore (Navvis Nobilite, Underworld), Forbidden Lore (Navigators, the warp), Literacy, Navigation (Stellar, Warp), Psyniscience, Scholastic Lore (Astromancy), Speak Language (High Gothic, Low Gothic, Ship Dialect)
Navigator powers:
Tracks in the stars, The lidless stare, Foreshadowing
Resistance (Fear)
Not gunna have time to finish this tonight guys, I'll leave the post here so it keeps the rolls and edit it tomorrow
Radavel |
Not a permitted source regardless of my access.
Not taking an item there. I was thinking more in the line of the concept of Gentleman Rogue that was discussed there.
Silas intends to form a network of powerful contacts who will help him find his father, barring that to avenge him.
Alexander Kilcoyne |
Updated my Alias profile, added a good background story. Check it out and let me know what you think, any inconsistencies? Also I changed my enemy from Ork to Chaos Worshippers.
I think that's all I've got for this guy, hope this completes the app AK, let me know if you need something else.
All rolls have to be done on this thread. I don't see any rolls for your mutation.
Going through thread with a fine toothed comb tomorrow. I owe it to my current players to try and catch up on my existing games tonight. Last couple of days have been manic.
Turnage |
Ok here's the finished character, The rolls for stats can be found in the previous post. I had to modify my origin path a bit as it didn't work and I have changed my back story to reflect.
Career: Navigator
Rank: 1
Current Statistics
Wounds: 1d5 ⇒ 2 total = 16
Fate Points: 1d10 ⇒ 5
Insanity:1d5 ⇒ 1
Corruption: 1d5 + 1d10 ⇒ (2) + (8) = 10
Trien was one of those, left to die with on a huge ship going on a journey through a dangerous part of the warp. It wasn't expected for the ship to survive, much less him. But survive he did. Since he was old enough to walk he needed meat, and lots of it. Sometimes he could get enough from stealing and capturing rats. Sometimes it wasn't enough....there were thousands of children like him, lost and abandoned, stealing to survive, no-one missed them...
After 10 years of this, he came into his talents, now he was finally of use, he was whisked away, and apprenticed under the old and wizened navigator of the ship. Well it wasn't long before his insatiable hunger for meat was discovered. But instead of the execution he was expecting, the Older navigator made sure he had all the meat he needed, after all who was going to miss those children?
Trien tried to end it a few times, but his body was too tough and he didn't have the resolve. Instead he left the ship at the first opportunity, trying to get as far away from his past as he could. He drifted between ships for many years, never settling in one place too long. There wasn't enough danger, there wasn't enough he could do to help. Well now, this ship to the Damris looked interesting, and he had no other contracts going at the moment..
WS: 34
BS: 37
S: 36
T: 36
Ag: 35
Int: 40
Per: 37
WP: 40
Fel: 33
Final stats:
WS: 59
BS: 62
S: 56
T: 71
Ag: 60
Int: 70
Per: 62
WP: 78
Fel: 58
Void Born,
Scavenger (Resistance (Fear), +3 WP, 1d5 insanity
Lure of the Void, Mutant
Trians and Travails, Press ganged, skills Ciphers, Common lore underworld
Motivation, Fear
Navigator mutations (+1 for rogue house)
43 Pale and Hairless
19 Strangely Jointed
Mutation from lure of the void
75 Necrophage
Starting Gear:
Best-Craftsman Hellpisto, Best-Craftmanship Metal Staff, Best-Craftsmanship xeno-mesh armour, Empoeror's tarot deck, silk headscarf, Nobilite robes, charm, micro-bead.
Aquisition: Good quality navis prima
300xp = Fear origin path
100xp = Int advancement
100xp = WP advancement
Charmed, Dark soul, Flagellant, Frenzy, ill-omwned, Jealous Freedom, Renegade, Regeneration, Resistance (Fear), The fruits of corrupted blood, unchecked mutation, void accustomed, warp eye.
Iago Elias McKie |
I have to say, I'm always surprised by the lack of Void-Master and Rogue Trader applications in pbp RT games. My experience in tabletop versions of the game are that both careers are very popular. VMs because there are so many different things you can do with them and RTs because...well, they're so cool. Not that I'm complaining in this particular case. Just seems odd.
Arch-militants and Missionaries I understand. Missionary is a tough career to wrap your head around. Sometimes they just don't fit into the group at all. And while there are a couple of different things you can do with AMs, they tend to come out looking pretty similar.
Again, not that I'm complaining. In my opinion (which means nothing, but I'll give it anyway) we've got a lot of good applications. just hoping to inspire some people to finish their applications. :)
Iago Elias McKie |
If we were submitting our backup career choices should our primary not get taken, mine would be void master fighter pilot. Obviously I prefer Astropath, but that's where I'd go if I had to change.
See, this gets dangerous. ;)
If I hadn't had this character already written and played for a heartbeat but not long enough to actually do him credit, *and* a Rogue Trader hadn't already been submitted, I would have put forth this guy:Lord-Captain Hajji Qalandar Khan of House Durrani, Badcha of Haqqowijja:
Qalandar was born on Tolkhan, a Forgeworld in the Segmentum Tempestus. Unlike many in his culture, Qalandar had little family and thus was forced to struggle to survive. His natural curiosity got him into all sorts of trouble, including eventually the notice of a noblewoman of House Durrani. Khaista Durrani, the heir to the House, was a strong willed woman who would one day carry the title of Rogue Trader and carry the sacred Warrant of her dynasty. But first she would marry for love, despite her family's objections.
Qalandar accompanied Khaista on many an adventure before they found the Lost World of Ur. Unfortunately, the planet was lost with good reason. They thought they had found a dead world. How wrong they were. Khaista died saving her husband. She was not the last of the crew to be lost, but through wits, guile, and a large helping of luck, Qalandar kept what he could alive and led what remained of the crew away from the planet. Without his bravery, the fortunes of House Durrani would have been completely lost. In the wake of this near-disaster the Matriarch of House Durrani declared that Qalandar Khan would carry on as Rogue Trader and regain the fortunes that the House had lost.
The Lord-Captain is a tall, well-built man. Despite the darkness in his eyes, he remains quick to smile. His once black hair has started to turn silver, and he keeps a neatly trimmed beard upon his face. He wears a power sword at his waist in a manner that might give the impression he's never even drawn the weapon. The laspistol, almost an antique, seems to see much more use. His attire is that of a noble of Tolkhan, a culture similar to Tallarn's. Loose fitting and lightly colored, Qalandar always looks comfortable in whatever setting he's in.
Qalandar is not as familiar with the Imperial Creed as some members of the Ecclesiarchy would like. Despite not being a religious man, he is quite spiritual. But like many people from Tolkhan, cultural values are sometimes held in higher regard than religion.
There are many mysteries surrounding Qalandar Khan, adding to his charm and fame, and some not some small amount of infamy. But what is clear to everyone is that his crew will follow him to hell, or back to hell, as it were. That he will be the first to lead the way. And that he'll be laughing the entire trip.
Cyberius Darwin |
Cyberius Darwin wrote:Updated my Alias profile, added a good background story. Check it out and let me know what you think, any inconsistencies? Also I changed my enemy from Ork to Chaos Worshippers.
I think that's all I've got for this guy, hope this completes the app AK, let me know if you need something else.
All rolls have to be done on this thread. I don't see any rolls for your mutation.
Going through thread with a fine toothed comb tomorrow. I owe it to my current players to try and catch up on my existing games tonight. Last couple of days have been manic.
You are right. I previewed and didn't post I guess. I'll probably just remove darkness and use the xp to buy my mutation. Easier than coming up with a completely new background.
I won't make that mistake again. I'm on my phone going to work. I'll update today.
F. Castor |
Cyberius Darwin |
Reminder: Recruitment is closing tomorrow evening at GMT+0 18:00. So... exactly 27 hours and 20 minutes from now.
I've adjusted the Origin Path and background story of Cyberius Darwin's application for Explorator. Should be finally complete now if all I needed to do was fix the missed mutation role.
Additionally, my background now allows me to apply for:
Enginseer Prime, Omnissianic Congregator, and Chief Chirurgeon
Cyberius Darwin |
Unless I am mistaken, you seem to be missing what you chose for the Unnatural Origin Birthright (Contaminated Environs, False-Man or Tainted by the Warp). I am assuming False-Man, judging by the XP cost and your Talents.
Good eye. While I listed the XP and added the bonuses of False man I didn't actually declare it. I updated the profile. Thanks for looking.
Cyberius Darwin |
bACKpACKAmmo pACK/poWer pACK
Many weapons require larger ammunition sources to function
during large battles or when the wearer is away from an
extended supply line. A backpack power pack is worn like a
normal backpack. For energy weapons, it is a portable source
of power in the form of a massive battery or charge-unit. For
flame weapons, it is composed of tanks of volatile promethium.
Other ammunition packs are simply stacks of regular stubber
or bolt rounds with a feeder line that links into the weapon
itself. These items hold 80 rounds of ammunition for Plasma
and Melta weapons, Hellguns or Hellpistols, 300 shots for
other Las weapons, 200 rounds of ammunition for SP or
Bolt weapons, and 60 shots for Flame weapons. A weapon
connected to a backpack power pack uses the power pack
for its ammunition and ignores its normal clip size.
Backpack ammo packs or power packs weigh 25 kg.The
Backpack Ammo Pack/Power Pack does not have the
capacity to power or carry ammo for Heavy Weapons, with
the exception of Heavy Stubbers, Heavy Bolters, and Heavy
Flamers.
Sometimes also known as “hot-shot” weapons, hellguns are
almost exclusively used by high ranking Imperial officers
and elite forces who favour the higher power over regular
las weapons. While hellguns are rarely seen outside of elite
Storm Trooper units, hellpistols can be seen among many of
the officer corps and Inquisitorial agencies where the extra
hitting power they provide over a regular laspistol often means
the difference between their life and failure to the Emperor.
Lucius-pattern weapons use a 10 kg backpack power source
rather than a standard plug-in pack, even for the smaller
hellpistol. Larger power packs mean greater power behind
each shot but make reloading more impractical, which is a
trade off most are willing to take. Hellguns can also be linked
to larger backpack power sources (see page 135)
Those are from the books we're using, I noticed a few of us have chosen HellGuns and I was wondering how you rule on their usage and powerpacks. Is that something we begin with or need to aquire...My las GM wasn't quite sure and I just ended up taking a bolter. Couldn't figure out the clip size, b/c its different than listed when you use a backpack. Also, recharging or replacing powerpacks...that wasn't very clear. You guys here seem to have more experience with them, care to englighten me?
Alexander Kilcoyne |
Would the following people please report to the OOC at their next convenience-
Arch-Militant
Boggbear- Master at Arms Ludicus Marleno
Astropath Transcendent
F. Castor- Arannis Crane
Explorator
Wanderer82- Varius Kavro
Navigator
Turnage- Trien
Rogue Trader
Radavel- Lord-Captain Silas Tyr
Seneschal-
Mark Sweetman- Navis Yosarni
Void-Master
Aptinuviel- Iago Elias McKie
Observant people might note that I have not taken a Missionary submission. The silence from Darius as well as the fact he is pitching the same character in a very active GITP recruitment thread has counted against him here. I would therefore like to give the following player a chance to create a missionary in order to join the illustrious crew.
Spinning Dice
__________________________________________________________________________
PbP always has player attrition, so I have taken two alternates (Cassian is promoted to missionary if Dice declines).
First Alternate- Tourach
Second Alternate- Bayousnowman
In truth, I had an awful lot of regular, reliable players apply as well as a personal friend from the last time I ran RT who ended up with a guaranteed spot (Turnage for Navigator). The OOC thread will