During the two months trip to the waystation Port Wonder by mercy of the Emperor the trip is a peaceful one. The recently embarked passengers belonging to the old Rogue Trader Dynasty Belmont though have had a little trouble settling in. The crew kind of puzzled and weary of their presence given their rather colorful meeting aboard a star ship belonging to chaos reavers leaves several questions to be answered. Questions that Chaine Belmont apparently the captain of the ill fated Balesong of Midnight and older brother of the two ladies (one of which is supposedly locked in some stasis coffin, the other remaining in her quarters surrounded by her retinue of odd handmaidens) would not mind at all to answer at length given that he would ow that much at the very least due to an ancient and well respected accord between the two families, after all they have such a storied history together.
Walking over to the deputy’s desk and leaning in towards the deputy. ”Well then, Deputy Warren.” Looking the deputy square in the eye. “You’re not about to let some untested and unproven green adventures out and about without giving them some much needed assistance now are you?” Gesturing to the party as a whole, ”Why even the veteran most adventuring party can find themselves with injury after a goblin encounter! We wouldn’t be asking for much aid, merely some potions and mayhaps some horses? To be returned upon completion of our duties off course. Any used potions not so much, but unused ones most certainly!” Delivering that last line with a wink and a grin. [dice=Diplomacy]1d20+9
With a raised eyebrow"Well I would normally be happy to oblige but you see all our rationed supply is being put to use with our patrols and all we have remaining we keep strictly for emergencies thanks to the new charters put in place by the mayor and that giant hero couple years ago, so no I can't give you anything we got."rummaging through his desk drawer he pulls out a few slips of paper and waves them in front of you"Now these on the other hand I have been authorized to hand to adventures officially signed on for one of the bounties on the board, they're discount vouchers for anyone with an authorized warrant of arms signed by the mayor and sheriff granting the holder special benefits at certain retailers around town."He moves the hand holding the vouchers towards you as if to hand them to you with a slight smile on his face.
By installing extended bulwarks that place the weapon system outside of the main hull lines, a ship can greatly increase the amount of available space that would normally have been taken up by the cavernous housings for the weapon and its munitions. However this presents a serous drawback as the now externally mounted weapon can be easily targeted and destroyed by enemy fire.
This upgrade can be applied to any starboard or port mounted macro-cannon broadside only, and can only be mounted on ships of Light Cruiser class/size and up. Lances and turret mounted batteries are already exposed on the hull of a vessel and only the ammunition or genatoriums are stored inside the hull. It reduces the amount of space the weapon uses at the cost of increased power draw, reduced speed and armor and the chance that whenever a ship suffers a critical hit there is a 50% chance that the crit targets the component automatically. If the component suffers a hit there is also a 25%chance that the weapon is destroyed in a cataclysmic explosion dealing an additional 1D5 damage straight to hull integrity bypassing armor. These components increase power draw of the weapon by 2 and reduce the armor rating for that facing by 1, speed is reduced by 2 from the increased mass. The trade off being that the weapon takes up only 1 space. Weapons that already take up one space now take up zero space as even the munitions cache is stored in the castellan.
Poor crafted versions of this upgrade increase the critical hit chance to 60% and increase power draw by 1. Good Crafted versions are better armored and reinforced with additional redundant systems to protect the ship incase of damage and extra on site genatorum’s to reduce the power strain on the ships engine’s; the crit chance drops to 25% and no penalty to armor rating, power draw reduced by 1 to a minimum of 1. Best crafted versions are like miniature armored castles protecting the flanks of the ship and allowing it to project its firepower all the more menacingly. Increase armor rating for that side by 1, only a 10% crit chance with no chance of catastrophic explosion and no additional power draw. Also due to the increase in hull space the Castellan mounts can easily provide more space for defensive weapon mountings increasing the turret rating of a ship by 1 for normal and good crafted versions 2 for best crafted.
Acquisitions for these upgrade costs 5 sp per slot and is considered Near Unique when trying to acquire them normally
Extra Weapon Mounting
Spoiler:
This upgrade allows the owner of a starship to greatly increase his firepower and can sometimes be found on ships belonging to reaver’s who want to increase the power of his vessel to tackle larger prey. This upgrade allows for the placement of 1 weapon system slot on any location his vessel does not currently have one ex, the lunar class cruiser has 1 prow and 2 port/starboard mountings but no dorsal or keel mounting, with this the explorer can add either a dorsal or keel mounting at the cost of space. The only exception to this is the Prow mounting, ships can have a maximum of two weapons mounted on their prows. This increases the amount of space a weapon component uses depending on the size of the vessel it will be mounted on; 1 for transports, raiders and frigates(or any ship of a similar size), 2 for light cruisers, 3 for cruisers and battle cruisers and 4 for grandcruisers. Frigates and smaller ships will see the strength and damage of the weapons reduced by 1 to a minimum of 1 or 1D10 since the smaller size of these vessels limit the stores and effectivness of the weapon since the ships were originally not meant to carry such an extreme amount of ordinance within their smaller frames. All ships suffer increased power draw of 2 as new conduits and plasma cabling have to be added to power the systems. While these component is powered reduce speed by 1 on any ship of frigate size or smaller. Warships like light cruisers and bigger have sufficient power from engines and other smaller genatoriums placed around the ship to compensate. Poor crafted versions of this component increase power draw by 1. Good crafted versions reduce the space penalty by 2 to a minimum of 1. Best crafted versions reduce the power draw by 1 and no penalty to speed.
Acquisition for this upgrade costs 5 sp per slot and is considered Near Unique when trying to acquire them normally.
Archeotech Ordinatus Extremus
Spoiler:
Voidships mount rows of broadsides and multi-turreted batteries to bring serious firepower against an enemy. However in the vast distances of space between a ship and its target not all of the multitude of shots fired at an enemy will actually hit the target. War-minded individuals are always trying to find ways to make there guns more deadly in any respect, adding more barrels improving cogitator targeting systems automated ammunition loading. etc. This archeotech upgrade is just that a combination of improvements that increase the strength of existing weapons. When applied to a weapon system the maximum Strength value of the weapon is permanently increased by one. This upgrade can be applied to a single weapon system twice. This cannot be applied to Atomic’s Torpedo’s or Nova Cannons. Poor crafted versions pose a -5 penalty Ballistics when attempting to fire, as this is just extra weapon mountings and the balance of the cogitators is thrown off. Good crafted versions grant a +5 Ballistics bonus for superior balancing of the systems to go with the extra barrels. Best Crafted versions also reduce the Crit value by 1 to a minimum of 1 representing a truly viscous and accurate weapon guided by a machine spirit craving the destruction of its enemies as well as the amount of crew needed to fire the weapon as it is entirely done by integrated servitors watched over by their assigned tech priests allowing them to be utilized elsewhere; +5 to all tests and maneuvers. If a second good or best upgrade is applied to the same weapon system then that weapon on a successful automatically generates 1 or 2 degrees of success respectively instead of the regular bonuses. Weapons with 2 best crafted versions installed reduce crew loss to a maximum of 1 if it suffers a fire or decompression.
Acquisition for this upgrade costs 2 sp per slot and is considered Unique when trying to acquire them normally.
Ok I have started a thread for the Rogue Trader game calledLoot'n and Boot'n. There we can go over the games we've had and discuss future plans and basic info. I will also start a play by post forum for it so we can keep the game going even when we normally wouldn't be able to play at a table top.
Starting this thread for my players in my home brew Rogue Trader campaign. This is for going over general information and rules as well as discussing ideas for their characters or the campaign in general.
Sometime this week I will see about setting up a new thread for the Rogue Trader Game. There we can keep up to date with everything we have done in game and possibly do some extra gaming with the posting option.
The Sheriffs interupts; "well guess he wasn't one for the finer parts of culture, gonna have to keep ann eye on that one while he is in town."turning to the newcomer and waiting until introductions are done."If your here for the little goblin hunt welcome aboard, these folks here were nearly ready to set off for the marshes down south, hope your up for a trek in the mud if you don't mind me asking given your uh, catchy getup there"Obviously making light of Stone's rather "fresh"appearance but not meaning any harm with a light joke.
At this point one of the sheriffs deputies comes rushing through the front door"Sheriff just got word from an Honored Guard scout returning from the north, they've captured some suspicious characters prowling the outskirts of town and are requesting assistance rounding them up for booking."Without a moments hesitation the sheriff bounds over to the weapon rack on the nearest wall grabbing a sheathed sword and belt before hurrying to the door, here turns and says"Well folks I'm off to handle somethings that require my attention, if you have any more questions refer to deputy Warren there at the desk."He deftly turns and heads out the door with the messenger in tow.
Dave here is the roles we you can fill. Each Role grants a specific bonus to certain operations to running the ship.
Know that not all of them need to be filled its all about your preference on how you run your ship. you can place G and/or Brandon in a slot you feel would best suit them, though keep in mind that both of them are Xenos and one is most certainly feared and distrusted more than the other by humans and may not be very effective in a given role.
Below are the ranks in descending order. for any spot you dont see a player filling in for just label that with NPC and what class you want in that spot. We'll put names in later. I'll print the role sheet and give it to you when next I see you.
One last thing for Dave we will have to work out a crew for your ship. These will be basic NPC's that fill out roles on your ship I'll stat them out you just give me a list of what classes you feel will be appropriate for a vessel from your Dynasty and what there names will be and I will get started on that today.
Also I should get your Familiar to you by the end of today.
If anyone gets to Brandon before I do can you get him to read the last few posts about his character. I need to know what choices he makes so I can get it on his sheet then start his back up character which will add to the Ship.
Just so everyone is aware Drake has pulled out of the online campaign for the time being. He just really doesn't bother remember that the game is on so I will take over his character for the meantime.
This does not mean the game is cancelled since I still have three players the game will go on until everyone is bored with it and we move on to other things.
I should have more in game postings this afternoon.
G go ahead and write up a human back up character. This guy is a member of the crew already. You will only play one character at any given time and the other will be an NPC until circumstances allow. make sure to go through the whole origins and what not.
do i choose a birthright, and or lure of the void/trail and travails/motivation/lineage?
Career- chose archmilitant
yes make all the choices for the categories (obviously ones that makes sense for your species)
you don't select any of the standard careers. though Orgyr's learn unlike orks, they still rely on their natural instinctual behaviors and traditions hence you are an Ork Freeboota. Though your species has had a relationship with the Arlock Dynasty for more than a thousand years they never gave you any beneficial means that would lead down the path that humans would normally have access to.
though since I have allowed you to generate an origin path despite the info above, that is because aside from your rather basic nature the Orgyr's have managed to elevate themselves from a feral/feudal state to space level technology in the time they've known the Arlock dynasty....and from going to constant war and looting of an Ork warband that arrived on a space hulk that orbits right above your home planet every few decades. That made for some rather hasty advancements
the Kroot are a somewhat feral species that have been seen throughout the galaxy usually hand in hand with the Tau as they were the ones who gave them technology, even though they only use the guns and space ships. They have the unique ability to adapt very quickly to there surroundings and/or by eating the flesh of different bioforms.
The Eldar are space elves hated and feared by just about every race that sails the void. They are mysterious space ninjas/mages/rangers/warriors. The oldest active race in the galaxy whose great empires have long since passed to ruin but they try to revive their long lost glory or at the very least protect whats left.
I cant really recommend races becuase it would all depend on your own preferences and how you want to play. If you want a layout here is what we have so far.
Dave: human
G: Orgyr
Drake: human
Trevor: human
GMNPC: human
If any of the current races really aren't to your liking we could always attempt to create one. But of course there has to be reasoning behind why you are with the crew to begin with as playing an alien will be hard especially in a human supremacist environment like most Imperium controlled space.
Hey Arlock have you managed to finish up your character or the ship yet?
And does anyone know if Aquas has finished or even started his character?
So far looks like we will be able to start it this Saturday though Death Head wont be there he works at 1900hrs. He's not worried about it though cause we need the captain and ship mainly so we can begin proper.
The sheriff holds up his hand in objection; “Well hold on now, if you folks are looking to take advantage of this bounty. You will need to know some facts about where it is you are going.” . He returns to the cabinet and pulls out a small book bringing it back to the table. “Brinestump Marsh isn’t so simple a place that you can travel so pleasantly there are no real maps done of the areas cartography it’s a real maze in their. scratching his chin he flips through the recently opened booklet moving his finger down the pages “Ah here we go, says here there is at least one inhabitant of the place a uh Halfling by the name Walthus Proudstump, proclaims himself warden of the marsh, he’s a bit odd but a nice enough fellow.”
Flips another page. “He’s got a place somewhere in there, I’d suggest you seek him out first to get your bearings in there he may be of some help, and if this young lady here is knowledgeable on these fireworks if that is indeed what these little turds have been using then getting to know the place before you walk in blindly and maybe into a Licktoad trap will do you all the better to get the jump on the bastards first. Remember the bounty is for dead goblin ears and their bosses head can’t take the chance of the runts running off and starting up again.”
Shrugging “Besides the goblins aren’t the only problem down in those parts.” He walks over to the office bounty board and pulls off a pamphlet and returns to hand it to Godai. “The last time the Honored Guard did a patrol down the Lost Coast Road they came across a scene of carnage, one that was a bit out of the usual for goblins, there was blessfully, a survivor they found after investigating the scene.” The sheriff closes his eyes and lowers his head his voice sounding winded as if tired of repeating scenes like these. “One poor soul who claimed that some kind of ghoulish creature had stalked and killed most of her companions when they camped to near the marsh and decided to explore it during the next day, thing is they were attacked that very night the creature dragging them off one by one into the dark.” shaking his head he continues. "Sadly this wasn’t the only account of missing persons or attacks that have been reported to me and we have been meaning to do something about it but we don’t have the knowledge of the area or the man power to attempt anything successfully, and with Shalelu away for the past few months no one capable to do anything to begin with.’’”So I figured best to warn you about this now and if by chance you manage to find out anything or gods willing take care of the problem Sandpoint would be happy to reward you for the deed.”
The sheriff nods in response to the questions. ”Well that’s good at least someone is taking action, the Honored Guard have their hands full providing additional protection to the more recent caravans heading to and from Magnimar and keeping an eye on the giants up north after that terrible time years ago so they don’t have the man power to lend aid to this situation.” turning to Fuu “Your right about that young lady the bounty had been put off for a while since most goblin activity died down dramatically years ago thanks to a bunch really helpful people, the same people who solved our giant and dragon problem some years back, they’ve all moved on now though we do sometimes see one or two of them when the have time to stop by” he takes a moment to catch his breath and let out a sigh as if some unwanted memories just flashed in his mind.
“These goblins aren’t like the bunches that used to plague the area, they’ve gotten really bold over the last few months…the reports I’ve gotten from the victims of their attacks say the little turds have been using some kind of projectiles or fireworks to ambush and startle the caravan, you could imagine what this would do the horses pulling the carts” .
He pauses the resumes again “It becomes nothing but chaos, horses going wild wagons catching on fire and then the turds attack, though their attack is not as damaging as the initial barrage of noise and flashes they unleashed in the beginning. So far no one has been seriously injured and the guards of the caravans have been able to push the bastards off time and again after they get a hold of themselves but the damage has already been done and the little bastards scurry back off to their swamp.”
He moves over to one of the cabinets pulling open the top drawer and fumbling through muttering to himself while looking for something. He pulls out a large roll of parchment and rolls it out over the long table adjacent to the bulletin board where a few other bounties are displayed. Unrolling the parchment its revealed to be a map of the Sandpoint Hinterlands, the area surrounding the town, he takes out a thin wooden pointer and places it right over a darkened forest looking area on the map with the label Brinestump Marsh. “Best we have been able to gather is this is where the bastards call home, its near enough to the main roads where all the caravans to date have been attacked and its as likely a place goblins would love to gather and use as a haven.”
At the moment the crew has base 30 profit factor and 60 ship points, plus whatever the group ends up collecting from their background choices. We are not using the other rules for generating the Warrant of Trade and profit factor or ship points that come with it, too much additional tracking.
What he said, though like I mentioned before if any bonus points were in any of your background choices you total them up and give them to Dave. The Rogue Trader Class is really the only roll for the ship,(though that is the option, the GM rolls for it standard but I prefer the players do their own work)
When everyone gathers at the sheriffs office you are greeted by one of his deputies’ who quickly affirms that the sheriff will be with you shortly after he’s finished with his meeting before returning to his desk at the front to work on a report.
About 12 minutes later the door to the sheriffs personal room opens and out steps a strange man wearing a dark hooded robe and plated armor with a large sword on one side of his belt and a large chain and leather bound book on the other. He walks past with the stride of a trained solider not appearing to give any of you a second look, the sheriff exit next scratching his head and letting out a sigh before handing a slip of parchment to the deputy at the desk ”get this copied and then sent out to our contacts at Magnimar and all the other nearby settlements, its going to be a long year’.
He then casts a weary glance at the parties direction considering for a moment before asking ”are you strange looking folks here about the goblin bounty cause that would be great, if not what can I do for you?”
On the Rogue Trader Consolidated Character Creation Document, for xenos characters.
I'm going to say no to those for the moment because those shouldn't be in the ork class tables and I forgot to mention alien races don't normally use the background generator as they have their own separate options but I'm going to let you use them since your a unique race with a lot more open to you than the single-minded focus of the orks.
For now yes go ahead and choose a clan though we will put an Orgyr spin on it which may or may not change something around. But for the non-imperial and speak not to the alien traits where did you find them?
Finally every player may choose 1 xenotech or arkeotech item or if you have an idea for your unique item let me know we may be able to work out something. This item is something unique to your character with a history behind it that deeply involves a past trial or tribulation that you went through in order to obtain it or its simply may be a family heirloom of some kind who knows but you.
At the end of all this all players make sure to total up any bonus Ship Points(SP) and/or Profit Factor(PF) that you may have obtained through your background choices. These will be added to the starting values that Dave has already generated being that he is the Rogue Trader the starting ship is his responsibility though you also have a say in its creation. Drake and Trevor however do not grant these points to Dave for the reasons at the beginning of the game they are not yet part of his crew. If any other player chose to start as a Rogue Trader then we will have to discuss your roll in the game because it could complicate things slightly.
Next step involves creating your characters background this requires you to choose from a list starting with your planet of origin all the way through to your reasons for being who you are and why you are doing what you will be doing. This is your Origin Path You can go here Rogue Trader Consolidated Character Creation Document for all the details on what those choices entail and the rules for selection. I will be using the open choice rules meaning you can freely chose one selection from each category without following the required path selection to your class of choice. In basic you choose your class first then build your background around that anyway you want its your character. You may also choose a lineage at no xp cost. At the bottom of the document is the lists of classes and there starting skills, talents, traits and equipment.
For everyone wishing to create a character for the Rogue Trader game the process can be quite lengthy. First you will roll for you stats. Each stat starts with a base of 25, then for each stat you will roll 2D10 and add that number to the base. Of course you will be re-rolling any 1’s and 2’s. I would prefer you use the roller built into the Paizo boards so its easy to track. Here are the stats you will roll for the text in the parenthesis are abbreviated forms that you will find on your character sheets when I give them to you next time we meet up to play the game.
There really isn't level to regeneration. Instead every round you make a toughness test and if you succeed you heal 1 wound. Degrees of success don't matter just that you succeed.
Outside combat you don't have to worry about rolling so that means you heal a wound every 5 seconds
Do I start with the ork style void suit, squig-hide coat and leggings, and helmet based on the class?
Oh and don't forget since you can reason and appreciate things like a human you may be a bit cleaner around the edges than a typical ork, meaning where random junk is treasure to an ork some of the more finer things would go unnoticed by them if it cant be used for fighting. You on the other hand understand otherwise and may see opportunity with the fine clothes or shiny objects lying around.
Yep you start with whats listed in the class. Oh and keep track of the teef you will be using those to purchase your own 'orky' upgrades or special items when you want something from the "Mek" on board the ship since only you can use whatever he cobbles together. Plus it gives some good incentive to go and pound on some orks when you get the chance.