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Myself, Balodek and seekerofshadowlight. If you only want to run for five though I can start a second game (assuming two or three more players show themselves). I'm going to start running a face-to-face rogue trader campaign this thursday and there's no reason I can't use the same material for a PbP.
I'm sorry, I meant of the people who had submitted characters. And, seeing how this game works, I don't mind having more people. How about one person for every career path in the Core Rulebook? So eight.
And I will review everyone who submits a character. Tomorrow fully accepted characters will start showing up at the top of this thread.
I will pick the starting ship and profit factor, to make it fair. I would go with your suggestion from Into the Storm, but I don't know that book very well.

Eli Kage |

Eli, on your profile I can't see your void master mastery- last page of career paths.
So what we have left to fill are- Navigator, Explorator, Missionary.
Whoops. I had it under special abilities until I realized that the rest of Eli's specials were all negatives. Now it properly has it's own section.

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Name: Macharius Sarvus
2d10+25 → [10,2,25] = (37)
2d10+25 → [8,5,25] = (38)
2d10+25 → [2,6,25] = (33)
2d10+25 → [9,9,25] = (43)
2d10+25 → [9,7,25] = (41)
2d10+25 → [8,9,25] = (42)
2d10+25 → [2,3,25] = (30)
2d10+25 → [7,2,25] = (34)
2d10+25 → [5,10,25] = (40)
Homeworld: Forge World
Birthright: Scapegrace {Sleight of Hand is trained and basic, +3 Int, 1d5 ⇒ 4 Insanity}
Lure of the Void: Renegade {Free Thinker; +3 Intelligence, -3 Willpower, Enemy (Ecclesiarchy) Talent}
Trials and Travails: Calamity {Light Sleeper Talent, Hardy Talent, -1 Profit Factor}
Motivation: Fortune {+1 Fate}
Career: Explorator
Wounds: 1d5 + 9 ⇒ (1) + 9 = 10
Fate: 1d10 ⇒ 7 +1 (1-5=2,6-9=3,10=4) => 4
Macharius grew up a criminal on the fringes of a Forge World. Not knowing his parents, or remembering them, the gang was all he had. Swept up in an Arbites raid, Macharius was placed in hard labor and forced to face harsh reality on an Imperial Forge World.
When he had the temerity to fix a broken piece of equipment he should have been executed, but the Tech Priest who saw this was of a more radical bent, and instead enrolled Macharius into the Mechanicum's fold. Having never been exposed to the Imperial Creed and with a radical Tech Priest as a mentor, it is no surprise that Macharius grew to be more free willed than the Mechanicum or Ecclesiarchy likes, and he has learned at great cost to not voice his opinion freely.
For the second time in his life, Macharius found himself involved in an Arbites raid. This one led to the death of his mentor and Macharius fleeing on the first vessel he could find. Eventually making his way into the employ of a Rogue Trader, Macharius has given his former mentor's name as his own, and sworn to make his fortune without the aid of the Mechanicum.
His birth name long forgotten and his face and features heavily cowled and modified, Macharius does not speak of his past. His loyalty is to his Rogue Trader, and his burning desire is to learn and expand the depth of human knowledge, vindicating his beliefs and insuring that his mentor's name lives on in Imperial history.

seekerofshadowlight |

Busy weekend guys but if we are not held to 5, I'll put the nave up I had planned
Path:
Voidborn
Stubjack
Duty Bound
Dark voyage
Prestige
Dice rolls
Navigator mutation 1d100 ⇒ 89
Wounds 1d5 ⇒ 2
Fate 1d10 ⇒ 5
Insanity 2d5 ⇒ (3, 3) = 6
Attributes
2d10 + 25 ⇒ (2, 8) + 25 = 35
2d10 + 25 ⇒ (1, 4) + 25 = 30
2d10 + 25 ⇒ (7, 1) + 25 = 33
2d10 + 25 ⇒ (9, 5) + 25 = 39
2d10 + 25 ⇒ (8, 8) + 25 = 41
2d10 + 25 ⇒ (6, 5) + 25 = 36
2d10 + 25 ⇒ (9, 1) + 25 = 35
2d10 + 25 ⇒ (5, 4) + 25 = 34
2d10 + 25 ⇒ (10, 4) + 25 = 39
2d10 + 25 ⇒ (5, 5) + 25 = 35

Ellipsis |

Accepted:
Rogue Trader - Tristan Casmirre
Seneschal - Iacton Havelock
Void-Master - Eli Kage (btw, you can put any old name you want in for the ship in your background)
Arch-Militant - Lucius AzraelIf you can finish the rest of your stats and whatnot, I like Jarvis Atercarina's background.
I'm going to get on it (holidays tend to eat my time). Just wanted to know if we decided on attribute generation; is it as the book or are we using an alternate system?

EngineHouse |

All done. I'll put it all into a proper profile if I get accepted, I try to avoid my alias list filling up with unused characters.
Jeramiah Lux
Stubjack: Jeramiah had scarecly begun adolesance when he 'scored' his first kill having joined up with an underhive gang. From then on he lived the life of a ganger, fighting tooth and nail for such treasures as drinking water and spare parts all the while never leaving the darkness of the underhive. As the years dragged slowly by however the gang went from common criminals to darker places. Their leader became the disciple of a demagouge of the dark gods and out of fear or mindless loyalty his gang was compelled to follow suit.
Renegade (Dark Visionary): In forgotten, half collapsed hive domes plans were drawn up and rituals prepared. The cult leader, a mysterious hooded figure with obvious eldritch powers that terrified the gangers under his command, had grand designs that he said would set the hive in flames and cast down those decadent nobles in their spire. All that was needed was for his flock to raise their voices in praise of the dark gods at a grand ritual. In the mean time Jeramiah and his comrades were set to gathering human sacrifices. Though they realized the extent of their crimes most of them thought themselves foresaken by the Emporer anyway, locked away in the underhive with mutants and madmen. For Jeramiah this view was shattered in the deepest underhive. The gang were pursuing their latest victim, a woman deemed by their leader to be pure enough to serve as one of the many required sacrifices. During the chase a walkway gave way, pitching Jeramiah through a crumbling floor and into...
...a chapel. When the battered ganger came to his senses he was in a small vaulted chamber. It was an ancient shrine to the emporer built when this section of the underhive was still the hive proper. At it's center was a statue of the Lord of Man himself. It wasa decent piece of work, though not of particular worth. To Jeramiah, who had never even seen a statue, it was the most beautiful thing he'd ever seen. It was at that moment he realized that the emporer was watching over even the likes of him. And he finally saw the horror of what he was becoming involved in. He wasted no time in reporting to the authorities, shouting up at the barrier out of the underhive until the guards listens to his talk of chaos plots and allowed him to speak his peice. The heeded his words, and promptly arrested him for membership of a proscribed cult. That said, his warning did earn him some mercy. The interrogators merely imprisoned him for the rest of his natural life.
Press Ganged: Jeramiah did not stay in the hive detention block for long. The flagship of the Casmir dynasty passed through the system and was in need of cheap crew. The hive's prisons were emptied for a modest fee and Jeramiah began a new life as a low deck worker. It was back-breaking work but in the occasional periods of rest he was able to listen to sermons and even learn to read the texts of the Ministorium. As he become more versed in his newfound faith he found that his attempts at spreading the emporer's word amongst the rest of the crew were wildly successful – he had a gift for oratory. His effect on moral caught the attention of his superiors and he was give a modest amount of authority as a crew cheif.
Vengeance: Still a zealous crewman rather than a true preacher, Jeramiah well positioned to spot the signs of chaotic influence infecting his home-deck. Somehow, cultists had snuck aboard and were spreading dissent amongst the ratings. By the time he traced the cult leaders, however, fury at the masters of the ship had built up too much. Jeramiah realized that were he to go to the armsmen they would attack in force and trgger a ship-wide riot. For the first time in his life Jeramiah took matters into his own hands. Taking up a boarding flamer he stormed the low-deck hideout of the demagouges and cast them down, nearly succumbing to his wounds in the process.
Missionary: This feat of bravery and faith did not go unnoticed. Jeramiah was invited to join the priestly delegation on the ship, a post which he gladly accepted. For several years his sermons and prayers had a great positive effect on moral, which ultimately lead to him being ordained as a missionary by a cardinal who had bought passage on board the ship. Jeramiah embraced this new oppertunity, seeing it as a reward from the emporer for him turing from the darkness at the last moment all those years ago. Still, he holds a seething hatred for the works of chaos born of both faith and the knowledge that it very, very nearly had his soul.
2d10 + 25 ⇒ (4, 8) + 25 = 37
2d10 + 25 ⇒ (5, 5) + 25 = 35
2d10 + 25 ⇒ (7, 6) + 25 = 38
2d10 + 25 ⇒ (9, 10) + 25 = 44
2d10 + 25 ⇒ (5, 1) + 25 = 31
2d10 + 25 ⇒ (7, 7) + 25 = 39
2d10 + 25 ⇒ (10, 10) + 25 = 45
2d10 + 25 ⇒ (10, 4) + 25 = 39
2d10 + 25 ⇒ (6, 9) + 25 = 40
Stubjack Insanity: 1d5 ⇒ 3
Dark Visionary Corruption: 1d5 + 1 ⇒ (5) + 1 = 6
Dark Visionary Insanity: 1d5 + 1 ⇒ (4) + 1 = 5
Fate Points: 1d10 ⇒ 1=2
Weapon Skill: 44+5+5=54
Ballistic Skill: 39
Strength: 39
Toughness: 35-5=30
Agility: 40
Intelligence: 31
Perception: 37
Willpower: 38
Fellowship: 45-5+5=45
Starting Wounds:1d5 + 1 + 6 ⇒ (4) + 1 + 6 = 11
Accustomed to Crowds
Caves of Steel
Hivebound
Wary
Quickdraw
Dark Visionary (Forbidden Lore [Chaos])
Unwilling Accomplice (Acrobatics, Common Lore [Imperial Creed] +10)
Jealous Freedom
Hatred (Chaos)
Weapon Skill Advance
Fellowship Advance
Awareness
Literacy
Performer (Oratory)

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GM, do you think we can have our group's PF and SP (unmodified by characters as some will add or reduce it) so we can start looking at what ships are feasible to make? No worries if you want to wait until we have the full 8 of course.
Also, in the interest of full disclosure i've GM'ed the scenario in the back of the Core Rulebook before.

EngineHouse |

I notice that with eight of us we're pretty much never going to have to use crew skill when making ship actions (unless some of use aren't able to participate in the battle, and what are the chances of that?). With this in mind I've come up with a tooled up light cruiser saddled with a crew of convicts
Hull: Dauntless Class
Space: 60
SP cost: 65 - 5 (incompetent crew)
Essential Components (24 space left, 30 power left)
Jovian Pattern-3 Drive
Strelov-2 Warp Engine
Geller Field
Single Void Shield Array
Command Bridge (1 SP)
M-I.r Life Sustainer
Pressed-Crew Quarters
Deep Void Auger Array (1 SP)
Supplemental Components (28 power used, 24 space used)
Port Mars-Pattern Macrocannon Broadside (1 SP)
Starboard Mars-Pattern Macrocannon Broadside (1 SP)
Prow Titanforge Lance Battery (2 SP)
Compartmentalized Cargo Hold (1 SP)
Augmented Retro-Thrusters (2 SP)
Re-enforced Prow (1 SP)
Also, as far as I can tell it's very difficult to spend 60 ship points on a single transport. One possible solution - though this will require GM approval - is to take a transport and a destroyer to guard it. These two come to 60 SP between them. The idea is that the destroyer is our planetary exploration ship whilst the transport mines asteroid belts to earn us a bit more profit factor on the side. We'll have to make very certain a system is safe before leaving the transport alone, though the sunsear laser battery lets it get a volley or two off at a closing attacker before it can attack in return:
Anvil
Hull: Jerico Class
Space: 40
SP cost: 25
Essential Components (18 space left, 14 power left)
Jovian Pattern-1 Drive
Strelov-1 Warp Engine
Geller Field
Single Void Shield Array
Commerce Bridge
M-I.r Life Sustainer
Pressed-Crew Quarters
R-50 Auspex Multi-band
Supplemental Components (18 power used, 14 space used)
Asteroid Mining Facility (3 SP)
Main Cargo Hold (1 SP)
Dorsal Sunsear Laser Battery (1 SP)
Hammer
Hull: Cobra Class
Space: 35
SP cost: 34
Essential Components (6 space left, 22 power left)
Jovian Pattern-2 Drive
Strelov-1 Warp Engine
Geller Field
Single Void Shield Array
Combat Bridge
M-I.r Life Sustainer
Pressed-Crew Quarters
M-201.b Auger Array
Supplemental Components (11 power used, 6 space used)
Ryza Pattern Plasma Battery (2 SP)
Augmented Retro-Thrusters (2 SP)
Cargo Hold and Lighter Bay (1 SP)

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Alright, Jeramiah Lux and Macharius Sarvus are accepted, bringing the manifest up to:
Rogue Trader - Tristan Casmirre
Seneschal - Iacton Havelock
Void-Master - Eli Kage
Arch-Militant - Lucius Azrael
Missionary - Jeramiah Lux
Explorator - Marcharius Sarvus
As far as distributing the ship points goes, I think that the Hammer and Anvil idea is great, but you guys can make the final decision. How about everyone who wants to give a ship idea, and on Friday we can all vote.
As far as the group Rank goes, I'd rather keep us at Rank 1 for now. If scaling the game down doesn't go well, I'll have you all go up to Rank 2.
Oh, and I think that you made a
Hull: Jerico Class
Space: 40
SP cost: 25
Essential Components (18 space left, 14 power left)
Jovian Pattern-1 Drive
Strelov-1 Warp Engine
Geller Field
Single Void Shield Array
Commerce Bridge
M-I.r Life Sustainer
Pressed-Crew Quarters
R-50 Auspex Multi-band
Supplemental Components (18 power used, 14 space used)
Asteroid Mining Facility (3 SP)
Main Cargo Hold (1 SP)
Dorsal Sunsear Laser Battery (1 SP)

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Rogue Trader - Tristan Casmirre
Seneschal - Iacton Havelock
Void-Master - Eli Kage
Arch-Militant - Lucius Azrael
Missionary - Jeramiah Lux
Explorator - Marcharius Sarvus
Astropath Transcendent - Jarvis Atercarina
Ellipsis, could you put Jarvis's background on his profile? Other than that, you are (as the above makes obvious) in.

seekerofshadowlight |

Ok reworked a bit
Path
*Voidborn
*Falseman
*Duty to Humanity
*Dark Voyage
*Prestige
History
Jarrion was born a child of a failing House. A house long past its glory and now just an ember of what it once was. Born as one of the desperate generation of House Nostravi, children not just of breeding but of arcane science. Crafted of arts little understood or fully grasped by those who employed them.
Jarrion like his kindred spent his youth not upon the worlds given grace by the God-Emperor's light, but within the depths of the void and the embrace of the warp. Sequestrated away from those who would bring doom down upon his house, he like his kindred learned that they had a holy duty to light the way for humanity. House Nostravi must raise again to fulfill that sacred duty.
However like many of dare the wrap, Jarrion learned what true horrors lay beyond the Gellar field. What lurked out at the edge of sight, and swam though the dark places of the Inmaterium. He was but a Novice Navigator upon the transport “Prelliams Star”, when the Gellar field began to flicker. Everyone knows tales of what happens when the Gellar field fail, but knowing and living though such mind numbing horror are worlds apart. Panic raced though the ship, prayers to the God-Emperor and the Omnissiah filled the air as the Horrors that lay beyond came to visit.
Even with fast restoration of the Galler field the damage was done, the Astropaths screamed and died or became tools of something sinister, the hull bleed,buckled and twisted into something not meant for Human eyes. Things of nightmares stalked the lower decks and Daemons rode the crew. The "Prelliams Star" had become a playground for things inhuman and a prison for the damned.
It was then, at the height of the horror that Jarrion heard the whispers. The soft, whispers, oh so seductive as they spoke truths men where never meant to know. Things of fear and horror slammed into his mind, forcing him to see more then he ever wished and to know what no one ever should.
Jarrion was not the only one who heard such things. As he lay with blood flowing from his eyes, he heard others screaming and did not notice his own wail of anguish among them. When he awoke, most of the other Navigators lay dead, his engineered vitality perhaps sparing him of that fate.
Most of the Astropaths lay dead or lost to maddness and killing anyone near. The crew battled the horrors below and with some effort and the lose of much of the crew the “Prelliams Star” transitioned back into the void. But Jarrion knew the whispers, he knew the truths he should not, and he used them.
He used that forsaken knowledge to climb slowly ever higher among his Dynasty, though infighting, double dealing and double crossing, though raw talent and cunning deal and sometimes though murder and deception. He has left a trail of broken and shattered hopes behind him as he set about to claim his destiny.
The bad news is I give a -2 PF
Am working on finishing up the stats

EngineHouse |

Tristan is right, a destroyer and a transport does seem a bit messy. What use is the superior speed of the destroyer if it always has to wait for the transport? Looking over Into the Storm again the Loki-class Q-ship catches my eye. If we were to take a pair of them to form a convoy we could do horrible, horrible things to any enemies that take the bait. The wolf in sheep's clothing feature would be used to disguise the upgraded drives, the combat bridge on the hammer, the prow guns on the anvil and make the dorsal weapons on both ships look like thunderstrike macro-cannons.
Hull: Loki Class (Both)
Space: 45 (each)
SP cost: 27 (Anvil) + 33 (Hammer) = 59
Essential Components for both vessels (14 space left, 19 power left)
Lathe-pattern Drive (1 SP)
Strelov-1 Warp Engine
Geller Field
Single Void Shield Array
Commerce Bridge (anvil) or Combat Bridge (hammer)
M-I.r Life Sustainer
Pressed-Crew Quarters
R-50 Auspex Multi-band
Anvil Supplemental Components(14 space used, 18 power used)
Asteroid Mining Facility (3 SP)
Main Cargo Hold (free)
Wolf in Sheep's Clothing (free)
Dorsal Mars-Pattern Macrocannons (1 SP)
Prow Mars-Pattern Macrocannons (1 SP)
Hammer Supplemental Components(14 space used, 19 power used)
Crack Crew (5 SP)
Dorsal Titanforge Lance Battery (2 SP)
Prow Mars-pattern Macrocannons (1 SP)
Wolf in Sheep's Clothing (free)
Main Cargo Hold (free)
Re-enforced Prow (1 SP)
Re-enforced Interior Bulkheads (2 SP)
The crack crew on the Hammer is because even with 8 players we won't be able to issue two ships' worth of commands. These two can put out a LOT of firepower and have the added benefit of having not one but two transport sized cargo holds. If a cruiser finds us though we're in deep, deep trouble - our only option would be to go in opposite directions and sacrifice one ship.
And yes, that is a titanforge battery on a transport

Eli Kage |

Jarvis reminded me that you're allowed one reroll on characteristics in Rogue Trader (keeping the second roll even if it's lower.) And so, I'd like to re-roll Eli's Perception.
Re-roll Perception: 2d10 + 25 ⇒ (7, 8) + 25 = 40
Edit: I was pretty sure I could do better than a 1 and a 6. Glad I was right.

Eli Kage |

I hadn't realized that Melee Weapon Training (Universal) doesn't cover Melee Weapon Training (Primitive) in Rogue Trader. Small changes like that between the various books really screw with my game knowledge. So I've changed my melee weapon choice from the best-craft mono-sword to the common craft power sword. Not that I'll be using it all that often anyway.

Eli Kage |

I thought about that, but even if it doesn't count as Primitive, it's not part of the Chain, Shock, or Power groups which are what Universal covers. It's kind of a weird situation really. What happens when a power sword's power goes out? Do you suddenly lose proficiency in it because it's not a Power weapon anymore? It just seems like a weird design choice.
But in any case, the power weapon is fine. Eli will almost never use it anyway, so it mostly doesn't matter. And I think the power sword makes a bit more sense with the character as a trophy item.

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Heres the hull i'd love to try-
Universe-class mass conveyor
Dimensions: 12 km long, 1.3 km abeam at fins approx.
Mass: 60 megatonnes approx.
Crew: 60,000 crew, 200,000–500,000 potential passenger capacity.
Accel: .5 gravities max sustainable acceleration.
Amongst the myriad starships that serve the trade lanes in and around the Calixis Sector, some of the largest are the mass conveyors. Stretching some twelve kilometres from stem to stern, a mass conveyor appears at a distance to be a slim, elegant craft. However, as one slowly approaches it, this misleading impression is replaced with a horrified awe, as what appear to be radio masts resolve into gigantic towers the size of hive stacks. The ship’s true scale manifests itself as an observer realises that entire cities twinkle and shimmer along its flanks. To construct a Universe class mass conveyor is a massive undertaking. To build one requires such an immense outlay of resources that they can only be constructed above the richest Imperial worlds and voidstations. They are pure cargo haulers, relatively simple in design, but conceived on a truly epic scale.
They are almost self-contained worlds, where entire voidborn communities live out their lives, uncaring as to the vessel’s current owners’ motives or identities. Simply unloading the vessel is a mighty undertaking, requiring months at a time. There are larger ships (the Bountiful Beast of the Calixis Sector is 16 km long, for example, and the Misericord approaches that length while being substantially more massive) but the Universe class still dwarfs most Imperial ships it comes across.
It is rare for Rogue Traders to take one of these ships into the Koronus Expanse, as they are slow and inflexible craft. However, everything counts in large amounts.
Stats-
Speed: 2 Manoeuvrability: -20
Detection: +5 Hull Integrity: 65
Armour: 12 Turret Rating: 1
Space: 94 SP: 45
Weapon Capacity: 1 Dorsal, 1 Port, 1 Starboard
Oversized Monstrosity: This vessel’s Speed cannot be increased by Components—if a Component would increase its Speed, it has no effect instead.
Secondary Power Genetorium: The Universe class is so large it comes pre-equipped with a unique Component, a Secondary Power Genetorium. The hull’s Space has already been reduced to account for this Component, which provides +10 power to the vessel in addition to that provided by the ship’s Plasma Drive.
Cargo Hauler: This vessel was designed for transporting goods on a massive scale, and no amount of retrofitting can fully change this. This Hull comes pre-equipped with four Main Cargo Hold Components (See page 203 of the Rogue Trader core rulebook). The hull’s Space has already been reduced to account for these, however when the ship is constructed it must be able to provide a total of 8 Power to these Components.
Reasoning Behind It-
With such a large group of players, a ship this big will allow us to include all the supplemental components to keep everyone happy and as the Void-Master is specialised in gunning rather than flying it won't annoy him too much. Tristan will probably end up piloting in a combat anyway as we want Eli on the guns.
I imagine the flagship of the Casmirre Dynasty (the one his father had that was destroyed) was likely some kind of a cruiser, and just imagining Tristan's horror as he found the only warp capable ship that could serve as a flagship was this monstrosity... Priceless.
With GM's permission i'll stat out one of these (its 45SP so we could feasibly get one).