
| BoggBear | 
 
	
 
                
                
              
            
            Hmm, well I can at least say that Void-master, Navigator and Missionary are more or less right out for me. The Navigators in most of the novels are so arrogant I don’t think I could do them justice. And I’m not zealous enough for the Missionary. The void master…just doesn’t sound too fun right now.
The rest all have things I'd like to play in them, I guess I'll have to see what everyone else wants to play before making any definite decisions.
I mean, the Rogue Trade seems pretty much like the leader, so is anyone really into playing a leader?

| Smerg | 
 
	
 
                
                
              
            
            I like the Navigator class, myself and would be okay with the Missionary or the Explorator.
I've been focusing on reading the material with the Navigator and their four choices of family. I enjoy the things they can do with their third eye and the chance to mutate.
Missionaries remind me of Necromunda and the gang that loved to carry flamethrowers to burn things. Holy fire is awesome.
Explorator would be third pick for me if it was a role that was needed and not being served. I play a droid and a wookiee in different star wars campaigns and am covered for the need to do the repair and maintenance rolls.
The droid also covers me for the desire to do the spy/rogue thing so Seneschal is not really on my list.

|  nightflier | 
 
	
 
                
                
              
            
            Sanction:
There are Houses known for dealing in what is prohibited: Halo Artefacts. None know who created them and what ancient alien civilization invested them with the arcane power of Warp, but the House of Demetrius stands ready to plunder the void between the stars and harvest arcane might in order to rise and shape its destiny according to its own plans, and not be bound to fickle fate. The risks are great, but those who do not risk have no chance of making profits.
SP: 4
PF: 10
Now, about the class: I would like something melee-oriented. I am not familiar with the classes, in fact I am only now reading the rules, so I would appreciate the advice.

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Ok.
Melee orientated=
Rogue Trader (+ lots of skills + leadership things)
Missionary (+ Faith talents and interesting ways to use fate points)
For those used to DND, personal combat may never even come up in an endeavour, but it is likely to. Personal combat, Trading, intrigue, high politics, skulduggery, exploration and planetary bombardments as well as ship battles are the norm :).
Hymen are you still with us/do you have access to the books now?

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Ok nightflier sounds like your RT. Please make me 9 2d10 rolls and add 25 to the result of each. Then place them in whatever statistic you wish. I'd recommend high fellowship, high weapon skill, and high strength (generally the stats that should appeal to your class are cheapest- strengths an odd one as melee damage relies on it so much).
After that you have to decide your origin path. Feel free to use the expanded origin path in Into the Storm- but be aware you only have 500XP to spend (either in origin path, on extra skills/talents from rank 1 or a mixture. I recommend spending in origin path as you tend to mostly buy stat advances in Rank 1 anyway).
A single 'row' on the origin path can be free choice- allowing you to hop across from, say Savant to Tainted. Your homeworld and your end career cannot be free choice rows.
Obviously some of the homeworlds (basically RT races) from Into the Storm may appeal to you- Battle Fleet and Child of the Dynasty spring to mind.
Lineage is completely optional, as they all cost XP.

| Smerg | 
 
	
 
                
                
              
            
            Since we have Halo Artifacts which gives us a free Xeno-Component for our ship, I would also suggest us looking into choosing for our ship hull the option of 'Planet-Bound for Millenia' p155 Into the Storm for 3 SP.
The hull looses a few hull points but we get a free modified drive and one archotech component. The ship also gets a slight bonus when fighting close to a planet.
This would be a way to get a Teleporter for the ship. We could then add in some barracks and possible Murder-Servitors to make a good 'hit-and-run' ship.
This brings up something else to consider with ships.
You can spend your points for a big ship that is stripped down or you can spend your points for a smaller ship with plenty of extra whistles. The bigger ship has space to mount extras while a smaller ship is cramped to begin with. A bigger ship frightens away problems while a smaller ship invites people to 'inspect the holds'. A bigger ship costs more to operate while a smaller ship is more profitable.
I've also been looking at 'Supplementary' Components which are many of the bells and whistles but have usage in the game for helping a group complete 'endevours'. Endevours are the missions that increase the Profit of a House when the succeed and cost money when they fail.
Having specialized components will help do certain endeavours but take away space which could have gone for other things that might have been profitable or needed to help defend the ship.
Me, I like the idea of getting Teleporters and could explain how we managed to do succeed on the Prize-of-War that earned the Warrant. We had good tech in our ship which we 'harvested' from our relationship to the older house that was 'selling' the 'beached whale' to make a few coins. Our restoration of the ship is the major venture that has made us a rising star.
If Nightflier likes going into battle then the Teleporters and maybe some drop pods would be the perfect addition along with barracks and possibly Storm Troopers to get the job done.

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            I should make this clear from the outset- you don't really make money by buying and selling goods yourselves. That work is basically beneath you. You might set up an exotic trade route with an alien race, but your back network of trade shipswill be the ones doing the trading.
In much the same way, you do't even spend Thrones in RT.

| Smerg | 
 
	
 
                
                
              
            
            I've been doing some reading on Profit Factor and Endeavours.
Our 'ship' will be more of our mobile administration office for the empire and new ventures exploration vehicle.
The Profit Factors have the option to hire up to a full army!
The Profit Factor is a percentage like a skill or attribute that you need to roll under to get what you want.
Small items and common items have positive modifiers to acquire.
Large items (huge orders) and rare items have negative modifiers to acquire.
If you don't get the item on the first 'try' it usually means you need to do some more 'grunt' work to arrange the favours and do the searching around (usually measured in time) to hunt up what you want.
Even a 'weak' Rogue Trader House has the resources of a half a dozen to a dozen planets that it can call upon.
If we want to increase our PF then we have to choose some 'huge' seeming project and get things arranged.
We decide that we want to get on the good side of a hive world and get access to their people and produced goods then we will want to possibly locate a nearby world that is an agrarian world and found a colony possibly with some people from the hive world.
We set up the colony and get it safely going (may need to evict some local life forms) and soon that world is producing food that goes back to the hive world. The colony likes us because we got many of them out of the hive and the hive world likes us because they have fresh food for a change.
We profit from both of those markets and the Adminstrum Tera is happy that we've helped make the Imperium a better place and gain favour back home.
PF represents not just coins or Thrones but the favours owed to your Rogue House by large groups like world governors, Battlefleet Admirals, and agencies like the Inquisition.
Being the Rogue Trader you are the Donald (aka Donald Trump). You have scores of ventures and the resources to buy or set up more ventures on any part of Imperium. Time is the only limiting factor as you personally can only explore and work on so many new projects at a time.
---------------------------------
I've been thinking further on character class and I'm planning to go with a Navigator.
My thoughts are to go with a Magisterial House p176 Rogue Trader. Magisterial House's are the houses with the oldest and longest established houses of Navigators.
I'm taking inspiration from the Alternate Path Navi Scion p90 Into the Storm.
The concept will be a Navigator that has been bred to serve as a Social representative for his Navi Nobilate (Navigator's House) to the larger courts of the Imperium.
I'm hoping for a high Fellowship and Intelligence to help get the important skills.
My career path plans are to start in Noble House (world choice) and go through the list trying to get as many different Peer Talents that I can acquire.
My character will be a 'face' person that knows important people and can make introductions to the 'right' people.

|  Nebelwerfer41 | 
 
	
 
                
                
              
            
            Nebel, could you pick the dynasty's contacts- either Pirates or Merchant House.
I'm at work now, so I'll have to wait until 6:00 EST to send a reply on the contacts. Without looking at the book, Pirates sounds more fun!
Regarding ship types, any size is fine with me. I kinda like the idea of a big hulking ship with lots of cavenous spaces. The 'lighthugger' ships in the works of Alisair Reynolds always appealed to me.
Regarding character classes, I would love to play a Missionary. I have an idea of a wanna-be Adeptus Sororitas, maybe she fell out of favor during training...

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Thanks for the explanations Smerg, I haven't honestly had the time to tell everyone about it. It will all become clear during play don't worry :).
What I am going to do is roll up a sample character for everyones benefit. The character will be a Seneschal, and if none of you take the Missionary class i'll treat him as an NPC (NOT a GMPC don't worry...) until someone else GM's when I will play him.
I have a loose concept of a tough-as-nails man born on a Penal World, who managed to go from his humble origins from a Penal world to being a renowned Pit Fighter to an Adeptus Mechanicus, but i'll see how the origin path treats me.
Step One- Generate Characteristics
2d10 + 25 ⇒ (9, 6) + 25 = 40
2d10 + 25 ⇒ (10, 4) + 25 = 39
2d10 + 25 ⇒ (5, 2) + 25 = 32
2d10 + 25 ⇒ (5, 10) + 25 = 40
2d10 + 25 ⇒ (10, 9) + 25 = 44
2d10 + 25 ⇒ (6, 2) + 25 = 33
2d10 + 25 ⇒ (3, 4) + 25 = 32
2d10 + 25 ⇒ (5, 6) + 25 = 36
2d10 + 25 ⇒ (1, 3) + 25 = 29
Ok, so assigning rolls to stats-
WS- 40, Ex Pit-Fighter
BS- 33, hes not had much experience with firearms until recently
S- 40, Ex Pit-Fighter
T- 44, I want my explorator to exceptionally tough to represent the rigours of his life thus far.
Ag- 39, although its not usually a high stat for an explorator, I feel this man should have good agility
Int- 36- although naturally fairly smart,his penal world background doesn't help much here.
Per- 32
WP- 32
Fel- 29 being born on a penal world didn't do any favours to his social graces.
Step 2- The Origin Path
So- now I apply my homeworld modifiers to my stats and up with...
WS- 40
BS- 33
S- 40
T- 49
Ag- 39
Int- 36
Per- 37
WP- 27
Fel- 24
In addition, he gains Security as an untrained basic skill (may roll under half of the stat), and I will choose to have Intimidate trained.
My penal world background and my pit fighting days means I still have some contacts in the underworld (gained Peer: Underworld).
I start with the Criminal trait, and take significant penalties on interacting with several organisations- yet another reason to replace my flesh with metal as often as possible so i'm not easily recognised :).
I also have nightmares, netting me 1d5 ⇒ 3 insanity points and the Light Sleeper talent.
I gain Underground Resources.
As my toughness value may increase or decrease via the origin path, I don't roll wounds yet. I will roll fate points though.
1d10 ⇒ 7 Table says I get 3
So, i've decided that on the Penal World my character became a renowned Pit Fighter- so renowned that it proved to be his ticket off the penal world. He performed as a pit fighter in the Calixis Sector against horrific Xenos and Heretics for the amusement of nobles after getting off his penal world. Pit Fighter costs me 200XP (I have 500 total, 300 now) and gains me +3 Toughness and +3 Weapon Skill. However, I still have rivals from my glory days (Rival (Underworld)) and the experiences were brutal to say the least (1 corruption point).
WS- 43
BS- 33
S- 40
T- 52
Ag- 39
Int- 36
Per- 37
WP- 27
Fel- 24
At this point, destiny intervened to stop him from living out his life as a Pit Fighter. Somehow, the door to his cell opened one day, with no explanation or justification. Even more miraculously, this happened exactly when his guards were changing shift. My character ran from the fighting pits and never looked back. This is my fluff to represent Chosen by Destiny (Fated for Greatness). I gain a fate point but also gain 1d10 + 1 ⇒ (10) + 1 = 11 insanity points. Ouch! My character is already looking a little unnerved... I have also decided to include the character's recruitment as an Explorator in my Chosen by Destiny stage, for his recruitment from being on the run to serving the Omnissiah is truly an unlikely tale...
During his early years as a tech-priest, the character was unfortunately plunged into warfare as the planet was invaded by Chaos! I am using my free row choice to leap from Chosen by Destiny over to Hand of War. The characters trials & travails net him a Weapon Training talent of his choice (I am choosing Heavy- with my characters size and strength he was assigned a heavy stubber) and the Hatred (Chaos worshippers). I also gain 'Face of the Enemy'- my character will never willingly interact with the filthy heretics and takes a -10 to interaction tests even if he is forced to!
The war he lived through shaped my character as much as the Explorator training did. For motivation, I take Exhiliration (The Thrill of War) for 250XP, gaining Scholastic Lore (Tactica Imperialis) as a trained skill, and the Nerves of Steel and Quick Draw talents. Finally, my Explorator gains +3 Weapon skill but suffers -3 Fellowship. I am left with 50XP saved to spend throughout the course of his adventures.
Pre-Class Statistics-
WS- 46
BS- 33
S- 40
T- 52
Ag- 39
Int- 36
Per- 37
WP- 27
Fel- 21
Talents-
Nerves of Steel
Quick Draw
Weapon Training (Heavy)
Hatred (Chaos Worshippers)
Rival (Underworld)
Light Sleeper
Peer (Underworld)
Basic Skills-
All of the standard ones
Security
Trained Skills-
Intimidate
FP- 4
IP- 13
Corruption- 1
Wounds (consult homeworld)-1d5 + 1 ⇒ (3) + 1 = 4 + double TB (10)= 14
Step 3- Spending experience/adding class stuff.
I only have 50XP to spend. A starting RT character gains a huge amount from their class- they start on 4,500 'pre-spent' XP to justify their high stats and the many starting skills and talents. So, I have spent 4,950 of my 5,000 XP.
I have chosen Explorator, and at the back of the classes chapter I can see my special ability is to start with the Mechanicus Implants Trait and I may start with two common quality bionics of my choice. With my characters obsession with War, my choices are clear. Subskin armour and Cranial armour, adding 2AP to my arms, body and legs and 1AP to my head.
I gain a large amount of skills and talents from my choice of Explorator. I also get some tasty equipment...
After-Class Statistics-
WS- 46
BS- 33
S- 40
T- 52
Ag- 39
Int- 36
Per- 37
WP- 27
Fel- 21
Talents-
Nerves of Steel
Quick Draw
Weapon Training (Heavy)
Hatred (Chaos Worshippers)
Rival (Underworld)
Light Sleeper
Peer (Underworld)
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Implant
Basic Skills-
All of the standard ones
Security
Trained Skills-
Intimidate
Common Lores (Tech, Machine Cult)
Forbidden Lore (Archeotech, Adeptus Mechanicus)
Literacy
Logic
Speak Language (Explorator Binary, Low Gothic, Techna-Lingua)
Tech-Use
Trade (Technomat)
FP- 4
IP- 13
Corruption- 1
Wounds (consult homeworld)-1d5 + 1 ⇒ (1) + 1 = 2 + double TB (10)= 14
Gear-
Boltgun
Good craftsmanship power axe
Enforced Light Carapace
Multikey
Void Suit
Injector
Sacred Unguents
Micro Bead
Combi Tool
Data-Slate
One servo skull familiar
In addition- I can take a single extra piece of gear with a total acquisition modifier of +0. I want the best heavy bolter I can get my metal hands on. I go to page 272 and see Very Rare is a -20 penalty. However, the scale is Negligible (I only want one) for +30, so I can afford to make it good quality for -10 (+0 total). I can also put weapon upgrades on it if the rarity is no rarer than very rare. I put a motion predicter on my heavy bolter...
And with that i'm basically done. Background could use some work but i've got the nuts and bolts down.

| BoggBear | 
 
	
 
                
                
              
            
            So we have at the moment
Smerg - Navigator
Nebel - Missionary (probably)
Nightflier - Rouge Trader
AK - Explorator
Hymen - Probably out
Hmm, guess Explorator was the only one on my list, guess that narrows it down a little for me. I'll think about it over the weekend and then have an answer on Monday.
Way to confuse me though AK, starting with saying he is a Seneschal and mentioning Missionary as well :).

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Nonono, I said I usually play a Seneschal.
I only statted out the Explorator to talk you through the character creation process (I was half-way through doing this with a Missionary when Nebel posted that he wanted a Missionary so changed to Explorator).
I will be GMing to start with, so play which ever career you want! I'll pick from whats left :)

| Smerg | 
 
	
 
                
                
              
            
            Navigator
Step 1: Generate Characteristics
2d10 + 25 ⇒ (2, 3) + 25 = 30
2d10 + 25 ⇒ (10, 2) + 25 = 37
2d10 + 25 ⇒ (1, 9) + 25 = 35
2d10 + 25 ⇒ (5, 6) + 25 = 36
2d10 + 25 ⇒ (6, 8) + 25 = 39
2d10 + 25 ⇒ (1, 2) + 25 = 28
2d10 + 25 ⇒ (3, 1) + 25 = 29
2d10 + 25 ⇒ (1, 9) + 25 = 35
2d10 + 25 ⇒ (8, 1) + 25 = 34
hmm...I see that I continue to 'under impress' with the dice roller. In 9 rolls my best roll was a 12.
2d10 + 25 ⇒ (9, 3) + 25 = 37
2d10 + 25 ⇒ (8, 10) + 25 = 43
2d10 + 25 ⇒ (8, 10) + 25 = 43
2d10 + 25 ⇒ (7, 10) + 25 = 42
2d10 + 25 ⇒ (10, 6) + 25 = 41
2d10 + 25 ⇒ (9, 8) + 25 = 42
2d10 + 25 ⇒ (1, 1) + 25 = 27
2d10 + 25 ⇒ (3, 7) + 25 = 35
2d10 + 25 ⇒ (8, 4) + 25 = 37
Whoa...that is way better. Almost a mirror opposite with only one roll under 10 this time.

|  nightflier | 
 
	
 
                
                
              
            
            Rogue Trader
Step One - Generate Characteristics:
2d10 + 25 ⇒ (6, 7) + 25 = 38
2d10 + 25 ⇒ (8, 2) + 25 = 35
2d10 + 25 ⇒ (9, 8) + 25 = 42
2d10 + 25 ⇒ (4, 10) + 25 = 39
2d10 + 25 ⇒ (2, 1) + 25 = 28
2d10 + 25 ⇒ (5, 5) + 25 = 35
2d10 + 25 ⇒ (1, 7) + 25 = 33
2d10 + 25 ⇒ (10, 1) + 25 = 36
2d10 + 25 ⇒ (7, 5) + 25 = 37

|  nightflier | 
 
	
 
                
                
              
            
            Doing the math on your rolls nightflier I will give you a re-roll. I am glad you re-rolled Smerg because that second set was absolutely horrid, would have asked you to anyway. I'm looking for net average+ AKA 100 points rolled + so have another roll of stats nightflier.
Will do. Here it goes.
2d10 + 25 ⇒ (2, 7) + 25 = 34
2d10 + 25 ⇒ (10, 2) + 25 = 37
2d10 + 25 ⇒ (10, 8) + 25 = 43
2d10 + 25 ⇒ (3, 6) + 25 = 34
2d10 + 25 ⇒ (5, 9) + 25 = 39
2d10 + 25 ⇒ (6, 6) + 25 = 37
2d10 + 25 ⇒ (9, 3) + 25 = 37
2d10 + 25 ⇒ (1, 7) + 25 = 33
2d10 + 25 ⇒ (2, 7) + 25 = 34

| Smerg | 
 
	
 
                
                
              
            
            Navigator (Navi Scion)
Rolls {high to low} 43, 43, 42, 42, 41, 37, 37, 35, 27
Okay, so I want to be good at Navigator skills and to be good as a Scion.
Int, Per, Will are important for Navigator skills
Toughness is important to resist Mutations
Fell is important to schmooze as a Scion
I have one low attribute and I'm going to sink that in Weapon Skill.
I'm choosing the Magisterial House which gives me a bonus to use the Lidless Stare.
The Lidless Stare is based on Willpower so that needs to be good.
WS 27  (Never needed to learn to fight with hands)
BS 35  (Required Duel training but nothing more)
S  37  (Sound physique)
T  42  (Along with Strength genetically selected to resist mutation)
Ag 37  (Important to look like you are not all left feet)
Int 43  (Good education)
Per 42  (Connected to the Warp)
Wil 41  (Sound body leads to a sound will)
Fel 43  (Trained to overcome the stigma of Navigators)
Step 2: The Origin Path
Starting with Selection of Homeworld. To be a Scion is to be of the Nobel Born.
My character was genetically selected and given special teachers to forge a tool.
Applying the Noble Born modifiers of -5 Willpower and +5 Fellowship (ugh, that first part hurts).
My best defensive weapon the Lidless Stare got trashed but I made friends.
WS 27  (Never needed to learn to fight with hands)
BS 35  (Required Duel training but nothing more)
S  37  (Sound physique)
T  42  (Along with Strength genetically selected to resist mutation)
Ag 37  (Important to look like you are not all left feet)
Int 43  (Good education)
Per 42  (Connected to the Warp)
Wil 36  (Sound body leads to a sound will)
Fel 48  (Trained to overcome the stigma of Navigators)
Starting skills
Untrained Basic Skills
Standard skills
Literacy (int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Talent
Ettiquette +10 Interactions with High Authority and formal situations
Legacy of Worlds: +1 to PF of group
Supremely Connected: Peer (Nobility) Talent, Peer (?) Talent
Vendetta: Someone doesn't like me
Wounds: 1d5 + TBx2
Fate Points: to be determined
I next will choose to move to the Savant choice on Birthright.
My character through the Navi Scion program was sent to the 'correct' schools to ensure a proper education.
I was also 'introduced' to the right people while receiving my education.
I choose to forge ahead on my goal of being a Scion.  I choose to get Peer (Academic) Talent and +3 Fellowship.
I suffer -3 Toughness which cuts out 2 wounds from my health (Ouch).
Having been to the right schools it is time to set out among the stars and the Lure of the Void.
I choose Zealot as my next stop on the road to Scion.
My character's academic education was followed with an introduction to the Emporer's priesthood.
Again, I was taught how to meet the right people and again, my liver suffered for the experience.
I choose Favoured of the Faithful which again gives me a bonus to Fellowship +5.
I gain Peer (Ecclesiarchy) Talent.
My liver takes another hit from the rich food and get -5 Toughness
Having endured the rigors of Higher Education and Ecclesiastic life, I was deemed fit to start service with my house.
It was there that I learned my House brooks no insult.  We are no second or third rank house.  We are the peers.
Our history stretches back to the founding on the Imperium and the God-Emporer's first crusade to the stars.
My character learned through my Trials and Travails to do nothing by half measures. We take every insult as a High Vendetta
My character gained Blood Will Have Blood resulting in a Paranoia Talent and Inquiry Skill (trained).
My character also gains Brook No Insult taking Willpower tests to avoid getting upset over slights to honour.
Finaly, my service to my House has gathered me Renown as my Motivation.
I work hard for my house forging them a history of service.
My character chooses to take the Peer ( ? ) Talent.
Last, I choose to Spend 300 xp for a Lineage (from Into the Storm).
I have two good choices The One to Reedem Them giving Commerce skill and +50 achievement points per Endeavour
or
I could choose Far Reaching Contacts which gives three more Peer contacts (currently have 5 and this would raise me to 8 contacts).

|  Nebelwerfer41 | 
 
	
 
                
                
              
            
            
Nebel, could you pick the dynasty's contacts- either Pirates or Merchant House.So far-
26SP, 30PF.
Looking over the options, I'm going with Merchant house for our Dynasty's contacts. This particular house helped supply us for the daring run to relieve the stranded IG forces. In exchange for financial and collateral backing, we offered a loose partnership if we survived. They took a big gamble on us, and it paid off for both parties.
That puts us at 32 SP, 38 PF

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Ok, Hymen appears to have lost interest as i've seen him post multiple times in play-by-post- so its the 5 of us and thats fine by me.
The one to redeem them would be a good choice Smerg, as you have no Seneschal. Commerce is the most important skill in the game when your trying to acquire equipment. Remember that in addition to the starting gear you can automatically acquire one item that has an acquisition modifier of +0 (please note that the +30 negligible doesn't apply to anything with a rarity above very rare).
Also, I don't think its happened yet but note Skill Mastery. Lets say your origin path trains you in Intimidate, and your playing an arch-militant who starts with Intimidate anyway as trained skill.
Thus, this arch militant starts with Intimidate +10.
I'll also note- many of the skills and talents you start with are also listed in your rank, you cannot take them twice to gain +10, that only applies to origin path + starting skills.

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Smerg remember to pick your starting mutation.
Do people mind making Paizo profiles for their finished characters once they've rolled everything up?
I'm picking the Unknown warrant renown, meaning your house doesn't have a particularily strong reputation as of yet.
This nets you a grand total of-
42SP
46PF
Oh, and I have another player lined up, an old friend of mine who wants to play the pilot :).
Edit: Hes the guy who ninjaed me ^^

|  Nebelwerfer41 | 
 
	
 
                
                
              
            
            91 points total. The dice hate you guys. Re-roll.
Ok, here's try #2
2d10 + 25 ⇒ (2, 4) + 25 = 31
2d10 + 25 ⇒ (7, 10) + 25 = 42
2d10 + 25 ⇒ (6, 8) + 25 = 39
2d10 + 25 ⇒ (1, 3) + 25 = 29
2d10 + 25 ⇒ (8, 3) + 25 = 36
2d10 + 25 ⇒ (4, 2) + 25 = 31
2d10 + 25 ⇒ (6, 9) + 25 = 40
2d10 + 25 ⇒ (9, 4) + 25 = 38
2d10 + 25 ⇒ (2, 6) + 25 = 33
I just blew on a physical pair of d10's for luck.
*Yeah, 94 this time!

| Smerg | 
 
	
 
                
                
              
            
            Ok, Hymen appears to have lost interest as i've seen him post multiple times in play-by-post- so its the 5 of us and thats fine by me.
The one to redeem them would be a good choice Smerg, as you have no Seneschal. Commerce is the most important skill in the game when your trying to acquire equipment. Remember that in addition to the starting gear you can automatically acquire one item that has an acquisition modifier of +0 (please note that the +30 negligible doesn't apply to anything with a rarity above very rare).
Also, I don't think its happened yet but note Skill Mastery. Lets say your origin path trains you in Intimidate, and your playing an arch-militant who starts with Intimidate anyway as trained skill.
Thus, this arch militant starts with Intimidate +10.
I'll also note- many of the skills and talents you start with are also listed in your rank, you cannot take them twice to gain +10, that only applies to origin path + starting skills.
The Navi Scion has Commerce on its list of skills. Commerce is a 200 xp skill to get and later you can purchase Commerce+10 for 500 xp. It is not a starting skill for Navigators; so, selection of Commerce in Origin would not get a bonus level. The big gain would be the +50 Achievemnet points for endeavours.
On the other hand, each Peer Talent gives an extra +10 when dealing with that particular group.
Being Noble born gets me Peer (Noble) talent and Etiquette which each give +10 when dealing in formal situations with Nobles. I also have from my Navigator House the Exalted Lineage which gives a +10 on interactions with Nobility.
Do these all stack for a total of +30 on my Fellowship of 56?
If I go with Far Reaching Contacts then I am thinking of adding Mercantile, Underworld, and Adeptus Mechanus to my list of Noble, Military, Accademic, Ecclesiarchy, and Administartium. That would help with legal goods, illegal goods, and manufactured goods in the obtaining and selling to the other contacts that I have. The +10 would be almost one free raise.
I have figured out the Mutation that I am interested in getting per my House's genetic selection. I would choose the Eyes Dark as the Void which I can reduce people's reaction towards with a visor and maybe a Sanpan style hat.
For choosing a gear item, being a Navigator, I don't see a need to pick up a fancy bolter or other such 'toy'. I'm a Noble (and a Scion) and I get others to do my fighting for me (since they are likely way better at then me). Could I instead use the cost factors to get a Bodyguard Squad like you see usually in WH40K being assigned to Psychers? I have a Military Peer for contact and would be looking for something like Storm Troopers or Ogyrn (big and intimidating suits my needs).

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            99 is average which I round up to 100. 100+ qualifies for acceptable stats. Re-roll (i'll do it for you ;))
25 + 2d10 ⇒ (6, 7) = 13
25 + 2d10 ⇒ (3, 7) = 10
25 + 2d10 ⇒ (3, 3) = 6
25 + 2d10 ⇒ (7, 6) = 13
25 + 2d10 ⇒ (8, 7) = 15
25 + 2d10 ⇒ (3, 9) = 12
25 + 2d10 ⇒ (10, 10) = 20
25 + 2d10 ⇒ (6, 9) = 15
25 + 2d10 ⇒ (5, 6) = 11
115 total. There you go.

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            
Do these all stack for a total of +30 on my Fellowship of 56?
In an appropiate setting yes.
As for the acquisition, storm troopers would require you to have Good Reputation (Imperial Guard), and I suspect their acquisition modifier would be less than +0.
I have two suggestions-
1. A good quality Navis Prima (page 146)
2. I would let you have-
A platoon (100) of Hired Guns (page 370)
OR
A single Oathsword Bodyguard (page 373)
I should point out though, that as a member of a RT's personal entourage, your expected to get your hands dirty yourself from time to time. In particular, the code of honour of an RT means they pretty much have to be the first ones to set foot in new territory. Mass combat has its time and place but this is not a game about sitting back and throwing men into the meat grinder :)

| Smerg | 
 
	
 
                
                
              
            
            I'm going to go with Legacy The One to Redeem Them which gives the Commerce skill as a trained skill and +50 Achievement Points per Objective. There is a -1 PF but that balances with the Noble Born +1 PF for a neutral value.
I'm going with the story that my family had extensive connections and dealings with Tellurian Combine. When the Inquisition took down the combine and the Brotherhood of the Horned Darkness, many of the family's fortunes and resources were damaged and destroyed along with many of the family's Navigators.
My character was in his Ecclesiarchy phase and was spared by his show of devotion to the God Emperor. This has all been unsettling to my character which is why he is worried (paranoia) that the Inquisition or the Brotherhood of the Horned Darkness might come for him to kill him or recruit him. Those options are not what my character wants.
The result is my character has been sent to far reaches and away from the realms of power like a proper Scion of the family. My character is now forced to live out life 'kicked' to the curve. He must struggle to renew fortunes of a family that stretches back millennium.
Revised Attributes after life path
WS 27  (Never needed to learn to fight with hands)
BS 35  (Required Duel training but nothing more)
S  37  (Sound physique)
T  34  (Along with Strength genetically selected to resist mutation)
Ag 37  (Important to look like you are not all left feet)
Int 43  (Good education)
Per 42  (Connected to the Warp)
Wil 36  (Sound body leads to a sound will)
Fel 56  (Trained to overcome the stigma of Navigators)
Starting skills
Untrained Basic Skills
Standard skills
Literacy (int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Trained Skills
Inquiry (Fel)
Commerce (Fel)
Talent
Ettiquette +10 Interactions with High Authority and formal situations
Legacy of Worlds: +1 to PF of group
Supremely Connected: Peer (Nobility) Talent, Peer (Military) Talent
Vendetta: Someone doesn't like me
Peer (Accademic) Talent
Peer (Ecclesiarch) Talent
Paranoia Talent (+2 Iniative and GM test Perception to notice hidden threats)
Brook No Insult:  Willpower test to ignore serious attacks on honour or people under protection.
Peer (Administratum) Talent
The One to Redeem Them: +50 Achievement Points
Wounds: 1d5 ⇒ 3 + 3x2 = 3 + 3x2 = 9 Wounds
Fate Points: 1d10 ⇒ 8 = 3 Fate Points
Step 3: Spending Experience/adding Class Stuff
I have 200xp left to spend.
I choose to spend 100xp for Barter skill Trained (goes with Commerce)
I choose to spend 100xp for Common Knowldege (Imperial Navy) (mandatory service)
I have chosen Magasterial House for my Navigator House.
Warp Focus: Once per game session can force an opponent to re-roll a successful Lidless Stare opposition test.
Pure Genes: Test is Routine +20 on Toughness to resist Mutation.
Exalted Lineage: +10 on Interaction Tests with Imperial Nobility
Initial Mutation: Eyes as Dark as the Void. Grants Dark Sight Trait.
Warp Eye: Grants the Lidless Stare power. May choose one other power or to advance an existing power one level.
Time to apply the Navigator starting skills and Talents.
Revised Attributes after life path
WS 27  (Never needed to learn to fight with hands)
BS 35  (Required Duel training but nothing more)
S  37  (Sound physique)
T  34  (Along with Strength genetically selected to resist mutation)
Ag 37  (Important to look like you are not all left feet)
Int 43  (Good education)
Per 42  (Connected to the Warp)
Wil 36  (Sound body leads to a sound will)
Fel 56  (Trained to overcome the stigma of Navigators)
Starting skills
Untrained Basic Skills
Standard skills
Literacy (int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Trained Skills
Inquiry (Fel)
Commerce (Fel)
Barter (Fel)
Common Knowledge (Imperial Navy) (Int)
Common Knowldege (Navis Nobilate) (Int)
Forbidden Lore (Navigators) (Int)
Forbidden Lore (Warp) (Int)
Literacy (Int)
Navigation (Stellar) (Int)
Navigation (Warp) (Int)
Psyniscience (Per)
Scholastic Lore (Astromancy) (Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Talent
Ettiquette +10 Interactions with High Authority and formal situations
Legacy of Worlds: +1 to PF of group
Supremely Connected: Peer (Nobility) Talent, Peer (Military) Talent
Vendetta: Someone doesn't like me
Peer (Accademic) Talent
Peer (Ecclesiarch) Talent
Paranoia Talent (+2 Iniative and GM test Perception to notice hidden threats)
Brook No Insult:  Willpower test to ignore serious attacks on honour or people under protection.
Peer (Administratum) Talent
The One to Redeem Them: +50 Achievement Points; -1 PF of Group.
Warp Eye
Warp Focus: force re-roll once per session of successful opposed roll
Exalted Lineage: +10 to Interaction Tests with Imperial Nobility
Pure Genes: +20 to roll to avoid mutation
Dark Sight Trait
Navigator
Pistol Weapon Training (Universal)
Navigator Powers
The Lidless Stare (Will opposed)
Stacking the Deck {p192 Into the Storm} (Per Hard test -10) to add 5xInt Bonus (+20) to Maneuver Action or Ship Ballistics Skill Test.
Mutation
Eyes as Dark as the Void: Grants Dark Sight Trait.
IP: 0
Corr Points: 0
Wounds: 9 Wounds
Fate Points: 3 Fate Points
Equipment
Hellpistol Best
Metal Staff Best
Xeno-Mesh Armour Best
Emperor's Tarot Deck
Silk Headscarf
Nobilite Robes
Charm
Micro-Bead
Choose Oathsworn Bodyguard p373 as additional equipment pick. My character has enemies from Blood Vendetta and High Vendetta and with Paranoia he's not going to pass up considering people actually might want him dead.

|  Nebelwerfer41 | 
 
	
 
                
                
              
            
            Ok, I'm starting to dig into the act of character building, and I'm bewildered with all the choices. I want to be an ex-Sister of Battle (if such a thing is possible) who turned to missionary work when realizing it was easier to prevent heresy and demonic taint than to destroy it after the fact.
Any suggestions from those who have played the system?

| Smerg | 
 
	
 
                
                
              
            
            You have vendetta from being a noble born, wheres the second vendetta from sorry?
The second or High Vendetta comes from Trials and Travails. The fluff text says that you have been involved in a Vendetta from which you have emerged either the victor or the loser. It is from this being involved in a Vendetta that I got the choice to 'learn' the Paranoia Talent.
Now, the GMs can choose to consider the High Vendetta to be 'cleared' and 'over' but usually Vendetta are never truly over; as Paul Atreides learned. Whatever GMs decide my character will consider that there is always a possibly for fresh fallout from this Vendetta.
My character further suffers from the Legacy choice of The One to Redeem Them since this is from the Disgraced choice and means my family has suffered some sort of calamity which I chose to tie to The Fall of the Tellurian Combine. There may still be fallout that comes to me as a result of that.

| Hymenopterix | 
 
	
 
                
                
              
            
            If its still OK for me to be in on this...
2d10 + 25 ⇒ (3, 2) + 25 = 30
2d10 + 25 ⇒ (10, 3) + 25 = 38
2d10 + 25 ⇒ (6, 8) + 25 = 39
2d10 + 25 ⇒ (5, 6) + 25 = 36
2d10 + 25 ⇒ (8, 10) + 25 = 43
2d10 + 25 ⇒ (3, 5) + 25 = 33
2d10 + 25 ⇒ (5, 3) + 25 = 33
2d10 + 25 ⇒ (6, 7) + 25 = 38
2d10 + 25 ⇒ (5, 9) + 25 = 39
The core book is downloading now. I'll scan through once its finished and post further info.
PS: What roles need filling in?

| Smerg | 
 
	
 
                
                
              
            
            Ok, I'm starting to dig into the act of character building, and I'm bewildered with all the choices. I want to be an ex-Sister of Battle (if such a thing is possible) who turned to missionary work when realizing it was easier to prevent heresy and demonic taint than to destroy it after the fact.
Any suggestions from those who have played the system?
I'll give what advice that I can but I've only made four characters in the system (and three of those were with the Dark Heresy rules which are slightly different).
You've got a good concept; so, sometimes it is easier to work backwards from what you 'think' the final product will look like.
Missionaries Special Ability is listed on p72 RT as Pure Faith talent. The talent is listed on p104 and lists the ability to resist fear, psychic attacks, insanity, corruption, deomonic and psychic attacks. These all run on the usage of Fate Points. A good Fate Point supply will be useful to 'power' your special talents.
Now looking at p57 you can see your starting list of talents and skills.
Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pure Faith, and Unshakable Faith (retest Fear tests).
Skills: You appear set to go with all the skills of a faithful sister including Forbidden Lore (Heresy). A useful skill is Medicae.
One interesting thing is that you get to purchase Fellowship for a cheap amount while Intelligence is your most expensive advancement. Your class a good access to personality/interaction skills like Charm and Deceive.
If you want to use a flamer for 'healing' the faithful then you will need to 'budget' 500xp either during Character generation or after you finish your training for Flame Weapon Training (Universal). Starting at level 1 with this talent will mean giving up some of the 'alternative' choices that you could have made in Origin path that cost experience. You will be trained in all forms of 'Holy Fire' and its cleansing properties.
The step above Missionary on the Origin Paths has three choices to look at which are Vengeance, Pride, and Renown. An Ex-Sister of Battle type person probably doesn't care for Renown (and the rewards of Air of Authority or Peer Talent are not likely what you are looking for). Vengeance gives you Hatred Talent (which provides a +10 to Weapon Skill when fighting your named foe). Pride can get you an Heirloom (a possible souvenir granted to you when you left the Sisters) or increases your character Toughness by +3.
When you get to that point then think on what would proceed this spot for your character.

| Smerg | 
 
	
 
                
                
              
            
            If its still OK for me to be in on this...
** spoiler omitted **
The core book is downloading now. I'll scan through once its finished and post further info.
PS: What roles need filling in?
We so far have;
Navigator - Smerg (me)
Missionary - Nebel
Rogue Trader - Nightflier
We have Hymen (you), Turnage, and Bog undeclared.
AK has done a sample Explorator to show the character generation process but he is first GM and will make whatever to fill in as needed. You can really count him as 'undeclared', too.

| Hymenopterix | 
 
	
 
                
                
              
            
            OK so,... Bare in mind that i have NO idea of what career to follow yet: possibly Void Master?
Background:
Name: Minerva
Sex: Female
Homeworld: Void Born
= 4 extra fate points
Birthright: Vaunted
Lure of the Void: Tainted
Trials and Trevails: Dark Voyage
Motivation: Pride
= Carapace armour (best craftsmanship)
So roughly: was born on interstella generation ship (Void Born) as the daughter of the ships' captain (Vaunted). At some point the ship encountered a warp storm and was flung into the warp (Dark Voyage) which resulted in her mutation (Tainted) and her aquisition of her heirloom item.
NB: Some of this may change once i've downloaded other books)!

| Hymenopterix | 
 
	
 
                
                
              
            
            Not sure what the best stat combo is but:
WS  36 (+5 Void Born Homeworld) = 41
BS  39
S  33 (-5 Void Born Homeworld) = 27
T  38
Ag  43 (+3 Scavenger Birthright, +6 Darkness (Warp Incursion) Trials and Trevails) = 52
Int  33
Per  38 
Wil  39
Fel 30
Just realised i've completely stuffed up the Origin Path: Will redo this:
Homeworld: Void Born
Birthright: Scavenger
Lure of the Void: Tainted
mutation selection (200 xp cost): Wyrdling: Psy rating 2 talent
Trials and Trevails: Darkness (Warp Incursion) - cost 100xp
Motivation: Devotion (Loyalty) - cost 100xp

| Hymenopterix | 
 
	
 
                
                
              
            
            If someone could look over this it'd be great (very complex character creation for this game!)
WS 36 (+5 Void Born Homeworld) = 41 
BS 39 
S 33 (-5 Void Born Homeworld) = [/b]27 
T [b]38 
Ag 43 (+3 Scavenger Birthright, +6 Darkness (Warp Incursion) Trials and Trevails) = 52 
Int 33 
Per 38 
Wil 39 
Fel 30
Homeworld: Void Born 
Birthright: Scavenger 
Lure of the Void: Tainted 
mutation selection (200 xp cost): Wyrdling: Psy rating 2 talent 
Trials and Trevails: Darkness (Warp Incursion) - cost 100xp 
Motivation: Devotion (Loyalty) - cost 100xp
CORRUPTION: 3
FATE POINTS: 4
INSANITY: 4
WOUNDS: (2 x 3 + 1d5) = 1d5 + 6 ⇒ (5) + 6 = 11
SKILLS:
Speak Language (ship dialect)
Common lore (Imperial Navy, War) (Int)
Forbidden lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Space Craft, Flyers) (Ag)
Scholastic Lore (Astromancy) (Int)
Speak Language (Low Gothic) (Int)
TALENTS:
Charmed (fate points not spent on roll of 9 on 1d10 when used)
Ill-omened: (-5 Fellowship with non void-born humans)
Shipwise: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are
untrained Basic Skills
Void Accustomed:  immune to space travel sickness. In addition,
zero- or low-gravity environments are not considered Difficult
Terrain
Starting Wounds: double starting Toughness Bonus and add 1d5
Psy rating 2
Psychic Techniques: (Telepathy)
Thought sending – psychic communication (verbal) range 2km
Delude -  opposed willpower or +30 interaction skill tests range 2m
Pistol Weapon Training (Universal) 
Melee Weapon Training (Universal)
Nerves of Steel
SPECIAL ABILITIES:
Mastery of Space: Re-roll failed tests with manouver action
GEAR:
Common craftsmanship Power Sword
Common craftsmanship Bolt Pistol
Gurad Flak Armour
Micro-Bead
Void Suit
Blessed Ship Token
Re-breather
Beggar's Cloak
2 Bottles: Amasec
Pict-recorder
Vox-caster
100XP remaining unless Delude psychic technique costs xp with my mutation

| Hymenopterix | 
 
	
 
                
                
              
            
            If someone could look over this it'd be great (very complex character creation for this game!)
WS 36 (+5 Void Born Homeworld) = 41 
BS 39 
S 33 (-5 Void Born Homeworld) = 27 
T 38 
Ag 43 (+3 Scavenger Birthright, +6 Darkness (Warp Incursion) Trials and Trevails) = 52 
Int 33 
Per 38 
Wil 39 
Fel 30
Homeworld: Void Born 
Birthright: Scavenger 
Lure of the Void: Tainted 
mutation selection (200 xp cost): Wyrdling: Psy rating 2 talent 
Trials and Trevails: Darkness (Warp Incursion) - cost 100xp 
Motivation: Devotion (Loyalty) - cost 100xp
CORRUPTION: 3
FATE POINTS: 4
INSANITY: 4
WOUNDS: (2 x 3 + 1d5) = 
1d5 + 6 ⇒ (4) + 6 = 10
SKILLS:
Speak Language (ship dialect)
Common lore (Imperial Navy, War) (Int)
Forbidden lore (Xenos) (Int)
Navigation (Stellar) (Int)
Pilot (Space Craft, Flyers) (Ag)
Scholastic Lore (Astromancy) (Int)
Speak Language (Low Gothic) (Int)
Trade (voidfarer)
TALENTS:
Charmed (fate points not spent on roll of 9 on 1d10 when used)
Ill-omened: (-5 Fellowship with non void-born humans)
Shipwise: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are
untrained Basic Skills
Void Accustomed:  immune to space travel sickness. In addition,
zero- or low-gravity environments are not considered Difficult
Terrain
Starting Wounds: double starting Toughness Bonus and add 1d5
Psy rating 2
Psychic Techniques: (Telepathy)
Thought sending – psychic communication (verbal) range 2km
Delude -  opposed willpower or +30 interaction skill tests range 2m
+5 Will, Fell when aboard ship
Pistol Weapon Training (Universal) 
Melee Weapon Training (Universal)
Nerves of Steel
SPECIAL ABILITIES:
Mastery of Space: Re-roll failed tests with manouver action
GEAR:
Common craftsmanship Power Sword
Common craftsmanship Bolt Pistol
Gurad Flak Armour
Micro-Bead
Void Suit
Blessed Ship Token
Re-breather
Beggar's Cloak
2 Bottles: Amasec
Pict-recorder
Vox-caster
100XP remaining unless Delude psychic technique costs xp with my mutation

|  Alexander Kilcoyne | 
 
	
 
                
                
              
            
            Hymen, Turnage was going to be the Void Master as he declared interest in that class quite a few posts up (think Smerg missed that) and started the character generation process with me yesterday over MSN, sorry to be a pain i've been asleep (GMT based) so only just saw you were rolling one up.
I didn't want any class duplication so the remaining classes you can roll up are-
Arch Militant
Astropath Transcendent
Explorator
Seneschal
Did you manage to download Into the Storm as well? I sent an e-mail around with the link to it, it has a lot of new options for character creation you might want to look at anyway :).
The stat rolls you've made for yourself are fine so you can use those for the character you'll make. Also, bear in mind that even in a Rogue Trader's entourage if anyone discovers your an unsanctioned psyker it may be game over... Personally if you want the juiciness of playing a psyker i'd go with the astropath, it would cost you far less XP :).
Edit: You can keep your wound and fate point rolls too.
Also Nebel consider taking Hand of War to gain easy access to Flamer training without the XP investment. If your still going with the concept of a failed Adeptus Soritas you may want to pick Warrior from Into the Storm at the sppropiate stage.

| Hymenopterix | 
 
	
 
                
                
              
            
            
I didn't want any class duplication so the remaining classes you can roll up are-Arch Militant
Astropath Transcendent
Explorator
SeneschalDid you manage to download Into the Storm as well? I sent an e-mail around with the link to it, it has a lot of new options for character creation you might want to look at anyway :).
Not a problem - sorry i've been unable to download the stuff at work at my home computer's been out of action. - I've got both books now though.
I'll look over the other classes and choose asap. Won't be able to create until tomorrow. (my sleepin time now :)

| DM Alexander Kilcoyne | 
 
	
 
                
                
              
            
            We're in no hurry really, take your time.
So i'm going to briefly summarise the Demetrius' Dynasty's history for everyones benefit including my own.
The Demetrius Dynasty-
Warrant Age- The Waning (current age)
The recently founded Demetrius Dynasty's warrant of trade was only granted to them recently by the High Lords of Terra. The Imperium is beset on all fronts, and although no one would ever admit it- things seem bleaker than ever. Warrants of Trade are being granted to young, ambitious members of the Imperium's elite and nobility, in the hope that at the very least they will go out into the stars and provide a first layer of defence against future threats, and at best make great gains in the name of mankind and the Emperor.
Fortune and Fate- Rising Star
The Demetrius 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. Some say the energy and vitality within the Demetrius dynasty means that they will achieve great things, in comparison to some of the older, stagnant dynasties.
Acquisition- Prize-Of-War
On an Deathworld named Persephone VI, 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 Emperor's 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. In recognition of the future Dynasty's efforts in getting through the blockade, the Warmaster was able to use his political clout to get the budding gentleman (Charname) Demetrius a Warrant of Trade as a reward.
Sanction- Halo Artefacts
There are Houses known for dealing in what is prohibited: Halo Artefacts. None know who created them and what ancient alien civilization invested them with the arcane power of Warp, but the House of Demetrius stands ready to plunder the void between the stars and harvest arcane might in order to rise and shape its destiny according to its own plans, and not be bound to fickle fate. The risks are great, but those who do not risk have no chance of making profits. The Demetrius Dynasty have several standing agreements in the 'Cold Trade', and their flagship even use some Xenos technology...
Contacts- Merchant House
The Demetrius' primary contacts are from a Merchant House based on a hive world. This particular house helped supply weapons and transports for the daring run to relieve the stranded Imperial Guard forces. In exchange for financial and collateral backing, we offered a loose partnership if we survived. They took a big gamble on us, and it paid off for both parties. The bonds between the Merchant House and the Dynasty have only strengthened, although the position of power has shifted- it is now the Demetrius Dynasty thats star is greater...
Warrant Renown-
The warrant's renown is completely unknown- the Dememtrius Dynasty has yet to become famous or infamous for their deeds.
GM Fluff-
The Demetrius Dynasty is based in the Calixis segmentum and like many Rogue Trader dynasties, seeks its fortune in the new Koronus Expanse- a mostly uncharted and unsettled segmentum only recently accessible through a narrow passage through horrendous warp storms. A single Imperium settlement exists in the passage- Port Wander, last bastion of civilisation. As Rogue Traders, the moment you leave Port Wander and venture into the Koronus Expanse, you become the Emperor's Hand, with potentially limitless aithority. Few ever achieve this freedom, and many of you may relish the opportunity to be one among billions allowed to make their own fate.
Nebel I would recommend that your character comes from a Fortress World- they get 3 fate points on a 1-9 so your guaranteed to have good FP. Forge World is never a bad option either, and Death/Frontier world may suit your tastes.
42SP
46PF
I'm going to design a potential ship for you all in my next post and talk you through the ship building process. You don't have to use this ship, i'm happy for you to design your own with your 42SP or collaborate with your fellow players to make one :).
 
	
 
     
     
    