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

Game Master Alexander Kilcoyne


1 to 50 of 227 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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.

1 to 50 of 227 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Rogue Trader: The Saga of the Demetrius Dynasty Discussion Thread All Messageboards

Want to post a reply? Sign in.
1 to 50 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Sovereign Court

I'd be happy to get the ball rolling, but RT is an EXCELLENT system for hotseat GMing- we could roll up and make the ship together, and have characters busy elsewhere within the Dynasty when that player wants to GM. We could hotseat per endeavour or just whenever a GM has had enough (although sticking out the endeavour is recommended!).

I have all the resources necessary so if you don't I have that front covered.

Any interest? Just testing the waters before I start this one up.


I have Dark Heresy, and I've been gm for a few scenarios, are the rules for RT very different or do I know enough to take part in this if it comes of the ground?

Sovereign Court

The combat rules for RT are the errated rules from DH. The system mechanics are much the same. Having played both I prefer RT, both for mechanics and fluff.

The ship combat rules are a little bit complex but much simpler than the battlefleet: gothika rules they are based off.


Well, assuming it comes off and it's possible, I'd participate, and if not, then good luck to those that do end up in it. I have little doubt that it will come off in the end.


I'll record interest.

Sovereign Court

The more I think about this the more i'm set on running it. I want a group of six of us- so need interest from five people.

Dark Archive

I am interested and I have the books, but I have never played it or run it. I would probably need help to create a character.

Sovereign Court

That shouldn't be an issue, I can help with chargen. What i'll need from players (assuming we get enough) are character concepts. Because you will all be part of a Rogue Trader dynasty you'll likely find opportunities to tie your backstories together. Using te origin path itself gives you plenty of seeds to develop your character.


Interested despite having NO books or anything else - should be OK on the cannon though. Worked for GW about 16 years ago.

Sovereign Court

Hymenopterix wrote:
Interested despite having NO books or anything else - should be OK on the cannon though. Worked for GW about 16 years ago.

Lack of books is no problem.


Are you using strictly the classes/paths of Rogue Trader or Dark Heresy (lvl 5 advancement) too?

Sovereign Court

We'll be using RT classes, but the extra careers from Into the Storm will be available at later ranks too. We'll also be using the Into the Storm expanded origin path and ship origin path. I'd rather not throw DH classes into the mix.

Some quick links I have up for my RL RT group-

A history of the Koronus Expanse. This region is the setting for Rogue Trader, much like the Calixis Sector is the setting for Dark Heresy.

Link

Rogue Trader Character Sheet-

Link

Ship Record Sheet -

Link

Koronus Expanse Map

Link

Dark Reign 40K website. One of the best fan websites dedicated to 40K RPG, theres a lot of very handy resources on there for players or GM's

Link

Sovereign Court

A quick example of character gen-

Link

If anyone is interested but doesn't feel they understand 40K or the fluff/canon very well seriously don't worry about it- I actually don't know the fluff that well myself, but I know enough, which is in fact very little. You'll pick it up as you play.


Dice Rolls for Characteristics

WS 2d10 + 25 ⇒ (1, 4) + 25 = 30

BS 2d10 + 25 ⇒ (6, 5) + 25 = 36

STR 2d10 + 25 ⇒ (9, 1) + 25 = 35

T 2d10 + 25 ⇒ (1, 10) + 25 = 36

AG 2d10 + 25 ⇒ (4, 7) + 25 = 36

INT 2d10 + 25 ⇒ (10, 7) + 25 = 42

PER 2d10 + 25 ⇒ (10, 1) + 25 = 36

WIL 2d10 + 25 ⇒ (3, 1) + 25 = 29

FEL 2d10 + 25 ⇒ (7, 2) + 25 = 34

Hmm...Int is the high attribute. Looks like I'm aiming for a smart character.

Sovereign Court

Best to hold off char genning until we get the numbers- but I don't require the rolls to be organically rolled. Theres very few 'dump' stats in RT, some are less useful to individual careers but everyone ideally wants a good roll in all stats.

Organic rolling also cripples character concepts, so thats why i'm against it.

Also Smerg you'll be getting a full stat re-roll when we do character gen, that was well out of the range with only a single roll above average.

Edit: Group seeks one more player for PbP Rogue Trader!

Sovereign Court

Shameless recruitment bump.

Dark Archive

I am pretty good with the fluff, but I'm a bit afraid of the crunch side of things. But I will do my best.

Sovereign Court

The principle is very simple. Roll 1d100 ⇒ 52 under your relevant stat, skill etc.

The hard part to remember is the modifiers.

Smerg, Nightflier, Hymenopterix and Boggbear- are you guys happy to play as a four? If so reply to confirm interest then give me your e-mail address in a spoiler.


I am good with four.

email:

david_j_rowe at hotmail dot com


I'm in. - Might need a bit of hand-holding with the rules though.

email:
gdc1976@hotmail.com


Hmmm, in a world like 40K life is cheap, one can easily get killed even by accident, 5 would be better, but I'm ok with four anyway if it comes to that.

email:
Lordmarsh@hotmail.com

Sovereign Court

Just need your e-mail address Nightflier. Who has access to the core book?

Dark Archive

email:
i.jovanovich@gmail.com

I'm in and I have DH, RT and DW core books.

Sovereign Court

I was hoping to be able to make the RT core book and into the storm available to you all- we can get away without Into the Storm we only need it for character generation option and I can print screen the relevant sections, but if any of you you don't have access to/can't find anywhere to download the rogue trader core rulebook you will struggle.


Just downloaded a copy of the core book so I'm good.

Sovereign Court

Maybe you can e-mail hymen the link?


I sent the link I used, let's hope it works.


I have access to RT but not Into the Storm.

Sovereign Court

The extra equipment in Into the Storm is nice, but the only thing we'll really need is the expanded origin path, the new homeworlds and the ship origin path.


Are there anything new for the Navigators? New families or powers?

Sovereign Court

There are new navigator powers, new homeworld options for everyone and alternate career ranks later on (they work like the DH ones, you take them instead of a rank of current career).

I've sent you all an e-mail.

Dark Archive

I've got the mail.


I got the email.

Sovereign Court

With my e-mail everyone should now (hopefully) have access to the core book and into the storm. I feel its better the ship and its history, and the dynasty and its history be designed/written before anyone makes a character.


From my scan of the document there are a couple ways that we could proceed with the ship and warrant.

One way would be to aim towards maximizing either the Ship Factor or the Profit Factor.

Usually things that give good Ship Factors provide poor Profit Factors; so, these aims are mutually exclusive.

Another way to proceed would be by going for a middle of the road approach where you aim for a more balanced mixture of the two types.

Another way would be to have each person going around in circle choosing from the possible options what seemed the most 'interesting' choice at the time to pick. We could all vote for the first level choice (warrant age) as this has the biggest choice and after that we could live with what ever the next person picks. We could do a final vote on the last level too (warrant renown).

Generally the strategies boil down to;

1> I want a big and powerful ship now (short range outlook for immediate power).
2> I want to be rich and gain power later (longer range outlook with power possibly down the road as fortunes are traded for more ship at a later date).
3> Confused and unsure of what I really want so take the middle path to leave options open for later.
4> Ship and Profit are less important then a fun story. Choose the path that is interesting and don't fret the mechanics.

This is all my personal quick read and subjective thoughts posted to help start a conversation rather then rant like a loon. Feel free to contradict me and tell me how wrong I am or provide your own thoughts on how we should proceed with the ship and warrant.

Maybe you have an idea for the ship we should have and have a minimum 'goal' value of Ship Factors we should aim to acquire in this stage and the career stage.

Sovereign Court

I just wandered down this far on the forums by accident and found this gem! Got room for one more?

Email:
nebelwerfer41@gmail.com

Sovereign Court

Nebelwerfer41 wrote:

I just wandered down this far on the forums by accident and found this gem! Got room for one more?

** spoiler omitted **

BTW, I do have the core book.

Sovereign Court

Sure, do you have Into the Storm?

We will be using the warrant/ship origin path from that. I thought it would be nice if everyone made ONE choice including me, so we all have a hand in the dynasty's background etc.

I will start us off by choosing the Warrant Age.

The Waning-

(I can't copy and paste from my pdf so i'll summarise here.)

The Dynasty was granted its warrant only a few generations ago, making it one of the many upstart Houses in these desperate times. The Imperium is slowly losing ground to chaos, xenos, heretics- while continually the ancient technology becomes rarer and rarer and plunged into obscurity. Your house was granted the Warrant of Trade in the hope that it would inspire you to go out and make gains for the Imperium- the warrants so recently granted are often mockingly referred to as 'suicide notes' by the older houses. However, your house is full of energy and determined to prove itself in the vast opportunities that can be found in the Koronus Expanse.

Ship Points- 4

Profit Factor- 2

Please feel free to write fluff text about the house in keeping with the theme of the choices we make. We'll also need a house name, which should match the surname of the player who will be taking the Rogue Trader class.

The next person to make a choice will be Smerg, who can choose from 'Rising Star' or 'Ascending' to determine the fortune and fate of your starting dynasty.

Sovereign Court

Alexander Kilcoyne wrote:

Sure, do you have Into the Storm?

No, I do not.

Sovereign Court

E-Mail incoming to you then.


Just some thought goals on how many SP we need to acquire.

A basic Transport is 20 SP.
A raider is around around 30 to 40 SP
A frigate is around 40 to 50 SP
A Light cruiser is around 55 SP
A cruiser is around 60 SP.

The worst that we should come out of this is with 32 SP and the best is 58 SP.

------------------

For my part, I am going to choose 'Rising Star'.

Ship Points +12 Current Total 16

Profit Factor +10 Current Total 12

The house has found a quick rise in their prominence by marrying their fortunes to an older house with a Patriarch almost dead and with no apparent successor. The older houses fortunes are being consumed from within by the younger members of the house with the new warrant.

Other eyes look upon the older trade house being consumed and look to see if they might carve a few blocks off for themselves.

Maybe in the houses dying days the patriarch might yet produce an heir that will have the weight a dying house to save before the young wolves can fully consume it. Maybe the older house will bequest their warrant to the young house which has married its fortunes to the older house.

How does that sound for a bit of fluff and intrigue to go with the rising star. Our house would be the younger house marrying fortunes to the older house to consume it and its warrant from the inside.

Sovereign Court

I like the ideas but with a contract from the Waning Age (effectively the current age) I don't see any house with that Warrant being an old one. Unless you mean the warrant is the new houses (i.e. us) and we're just swallowing the old houses assets?

I'd personally like to see a nice frigate. In my RL Rogue Trader game they got 60SP and low PF, but even that could only afford a somewhat battered cruiser with incompetent crew (+5SP for having rubbish crew) and not a full set of guns.

Sovereign Court

Boggbear, you can pick the Acquisition- effectively how the dynasty got hold of its warrant. Your choices are Exile, Blackmail, or Prize of War.


Alexander Kilcoyne wrote:

I like the ideas but with a contract from the Waning Age (effectively the current age) I don't see any house with that Warrant being an old one. Unless you mean the warrant is the new houses (i.e. us) and we're just swallowing the old houses assets?

I'd personally like to see a nice frigate. In my RL Rogue Trader game they got 60SP and low PF, but even that could only afford a somewhat battered cruiser with incompetent crew (+5SP for having rubbish crew) and not a full set of guns.

Yes, our house is the young rising stars that are swallowing the old house assets. Instead of floundering around with a warrant that will tax all our resources to try and fulfill, we've chosen an older 'dead' house near our warrant geographically to pillage.

I got the idea from the second paragraph of Rising Star on p 37 of Into the Storm. "Perhaps and old, ineffectual or outright incompetent patriarch has been replaced with a younger, more dynamic progeny." The progeny in this example is not coming from within the old house but is coming from the new house (us) who are taking advantage of the situation.


Oh, Prize of war most defiantly, can't be anything else for me.

On an unnamed (for now) deathworld the Imperial campaign was floundering, at the very edge of the system it was a hard planet to get supplies to and cut off by a fleet of chaos ships.
The world itself contained resources needed for the continuing campaign against the empires numerous enemies in other sectors, but the warmaster was unwilling to commit more resources to the cause in light of the previous losses.
Instead he instituted a prize, whoever could get through the blockade and render assistance to the dwindling Imperial guard would be allowed to choose a reward of their own making as a prize of war.

Our Dynasty (with heavy losses) was the one who managed to get much needed food and ammunition through the chaos fleet through an act of daring (some would say foolhardy daring), and as a prize, we claimed a trade warrant.

Not the most poetic work I've ever done, but I'll let you guys tell me just how horrible it is haha

Sovereign Court

Its the ideas that matter, we can fill it out further later :).

Ok, so Prize of War gives 6SP and 8PF, for a total of...

22SP so far.

20PF.

Nightflier, you'll be picking the dynastys sanction- what the house is known for. We've drifted into the middle of the table so your options are Halo Artefacts, Fall of the Tellurian Columbine and The Meritech Wars.

Note that the Halo Artefacts will allow you to pick one Xenos component when ship building.


Ha-ha, what a diplomatic way to tell me I have no business writing stories, criticism taken with good humor :).

Sovereign Court

BoggBear wrote:
Ha-ha, what a diplomatic way to tell me I have no business writing stories, criticism taken with good humor :).

Theres no critiscism :) I like the affiliation with the guard in particular as it may be a talking point for the endeavour I have planned... :P


Well, I figured the guards would be a pretty good repeat customer at certain areas, having read numerous books (not to mention the Dawn of war games) it seems obvious that SOME of the guard know when they should swallow being throne-bothering-boors and take a little "unconventional" help.

Sovereign Court

While we're discussing this stuff, have people thought about what role they would like to play? I don't want any class duplication but i'll give my quick thoughts on each class.

Me: I am happy to play pretty much any of them, so i'll claim a class once everyone has picked that i'll play when we hotseat GM.

Rogue Trader: I'd really like one of you to be the Rogue Trader. All members of the command crew are effectively equal in importance, but the Rogue Trader is the commanding glue that keeps the dynasty together. The rogue trader gets access to some very nice command-style talents early, and is a very competent melee warrior and also a lovely dual-pistol wielder. Skills are good and varied too. Their class ability is extremely powerful.

Arch Militant: Mr Shooty mc Shoot. The scariest person aboard the ship, revered simply for his awesome power in a shootout. The Arch Militant gets a lot of 'lone wolf' style talents, reasonable skills and can serve as a commander of men too.

Astropath Transcendent: Blind psyker (that functions as though not blind) that servers as 40K e-mail. Their connection to the Emperor makes their psyker abilities far safer than Sorcerors and Rogue Psykers, and their powers are often telikinetic and telepathic in nature. I wouldn't recommend if you haven't played 40K RPG before.

Explorator: Specialised tech-priest. Despite being skills heavy, nothing can soak damage like an Explorator can. Lots of interesting and unique talents.

Missionary: Bringing the Emperor's light to heathen worlds- or purging them in flames!!! The missionary is also arguably the best melee warrior, except perhaps the Rogue Trader.

Navigator: Specialised mutant psyker that guides the ship through the warp.

Seneschal: Operative, spy, jack-of-all-trades and Spymaster- never to be underestimated. My personal favourite (but i've played it too much anyway)

Void-Master: Ship specialist. Often the pilot, with incredible reflexes and skillful aim with a pistol.

(k i got lazy at the end i'll admit sorry)

1 to 50 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Any interest in a PbP Rogue Trader Game with Hotseat GMing? (40K) All Messageboards

Want to post a reply? Sign in.