Tiamat Firewalker |
I'll leave a dot here for now. Depends a bit if one of my campaigns continues, the setting you have in mind and how fast - if at all - this will start off as I have a lot to do for the rest of the month.
I have played quite a lot Deathwatch and a little Dark Heresy (v1) and know a lot about the wh40k fluff, dislike psykers, love techies and poor guardsmen. So much on me as a possible player.
Tip Radavel: Give some info about setting, possible homebrew-rules, etc for possible players. It will speed things up if the players know those things beforehand. Better than dropping out afterwards if one dislike something.
Browman |
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I like the fact that you can do many different things as a rogue trader and crew. You can be privateers and smugglers, you can be explorers and colonists, you can be a salvager, you can assist in military operations, you can legitimately ship goods for the Imperium and you can do all these things in any combination that fits the story.
aptinuviel |
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I like that it isn't a dungeon crawl rpg, unlike almost every other game out there. The climax scenes are almost never combat, again, unlike any other game. (Because, well, the characters are usually more than a match for things in *personal* combat.) I like that it feels like a darker Star Trek episode. Fights are few, but meaningful. A lot of the game is negotiation, investigation, and exploration.
I like that it makes no bones about how awesome your characters are. So the game isn't about trying to scrape your way up from level 1. You're the badasses that other people want to be. You are Captain Kirk, Spock, and Bones.
Almagafor |
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Hmmm, usually I prefer wheeling and dealing and social interactions. It lends itself to such things better than the other W40k RPG systems do, not that you can't do such things in DH but RT is more personal I think, the scope is more intimate than whatever heretic or daemon or xenos you're dealing with in DH. Also dig the independence of RT and the exploration of strange new worlds, like Star Trek but with much bigger guns. Though I must say my favorite of the W40k RPG stuff is Black Crusade, but that takes a very special group to really pull off.
Radavel |
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Just found something that puts the Rogue Trader in the proper perspective:
WARRANT OF TRADE (Centralised and in Capitals)
Resolved henceforth in the name of the Most Beneficient God-Emperor of Mankind, the High Lords of Terra grant this Warrant of Trade to:
(Insert Name here in big letters)
And to all of his line, from now until the end of time.
The Bearer of this Warrant of Trade is granted the inalienable right to go forth beyond the sacred borders of the blessed Imperium, to contact such benighted civilisations as he may encounter, and to make war for the glory of the Emperor as he deems necessary. By the authority of the Senatorum Imperialis, this Warrant places the Bearer as a peer to the great powers of the Imperium, inter alia: Imperial Commanders, Chapter Masters of the Adeptus Astartes, and the masters of the Holy Orders of the Emperor's Inquisition.
The authority this Warrant grants begins where the Imperium ends. Beyond the extent of Imperial rule, the bearer of this Warrant speaks with the voice of the Emperor Himself.
It is the bearer's right and his responsibility to claim whatever worlds, resources, or privaleges he may obtain in any manner he chooses.
By writ of Seal of Holy Terra
Spazmodeus |
Just found something that puts the Rogue Trader in the proper perspective:
WARRANT OF TRADE (Centralised and in Capitals)
Resolved henceforth in the name of the Most Beneficient God-Emperor of Mankind, the High Lords of Terra grant this Warrant of Trade to:
(Insert Name here in big letters)
And to all of his line, from now until the end of time.
The Bearer of this Warrant of Trade is granted the inalienable right to go forth beyond the sacred borders of the blessed Imperium, to contact such benighted civilisations as he may encounter, and to make war for the glory of the Emperor as he deems necessary. By the authority of the Senatorum Imperialis, this Warrant places the Bearer as a peer to the great powers of the Imperium, inter alia: Imperial Commanders, Chapter Masters of the Adeptus Astartes, and the masters of the Holy Orders of the Emperor's Inquisition.
The authority this Warrant grants begins where the Imperium ends. Beyond the extent of Imperial rule, the bearer of this Warrant speaks with the voice of the Emperor Himself.
It is the bearer's right and his responsibility to claim whatever worlds, resources, or privaleges he may obtain in any manner he chooses.
By writ of Seal of Holy Terra
What the others said....and this.
Rogue Traders are pretty much the only free agents in the WH40K universer. Sheesh 'speaks with the voice of the Emperor' says alot !!Last RT game i was in I had a navigator....might be cool to step up into the big bosses chair :)
aptinuviel |
I've had this concept for a RT for awhile and never got to play him:
Qalandar was born on Tolkhan, a Forgeworld in the Segmentum Tempestus. Unlike many in his culture, Qalandar had little family and thus was forced to struggle to survive. His natural curiosity got him into all sorts of trouble, including eventually the notice of a noblewoman of House Durrani. Khaista Durrani, the heir to the House, was a strong willed woman who would one day carry the title of Rogue Trader and carry the sacred Warrant of her dynasty. But first she would marry for love, despite her family's objections.
Qalandar accompanied Khaista on many an adventure before they found the Lost World of Ur. Unfortunately, the planet was lost with good reason. They thought they had found a dead world. How wrong they were. Khaista died saving her husband. She was not the last of the crew to be lost, but through wits, guile, and a large helping of luck, Qalandar kept what he could alive and led what remained of the crew away from the planet. Without his bravery, the fortunes of House Durrani would have been completely lost. In the wake of this near-disaster the Matriarch of House Durrani declared that Qalandar Khan would carry on as Rogue Trader and regain the fortunes that the House had lost.
The Lord-Captain is a tall man. Despite the darkness in his eyes, he remains quick to smile. His once black hair has started to turn silver, and he keeps a neatly trimmed beard upon his face. He wears a power sword at his waist in a manner that might give the impression he's never even drawn the weapon. The laspistol, almost an antique, seems to see much more use. His attire is that of a noble of Tolkhan, a culture similar to Tallarn's. Loose fitting and lightly colored, Qalandar always looks comfortable in whatever setting he's in.
Qalandar is not as familiar with the Imperial Creed as some members of the Ecclesiarchy would like. Despite not being a religious man, he is quite spiritual. But like many people from Tolkhan, cultural values are sometimes held in higher regard than religion.
There are many mysteries surrounding Qalandar Khan, adding to his charm and fame, and some not some small amount of infamy. But what is clear to everyone is that his crew will follow him to hell, or back to hell, as it were. That he will be the first to lead the way. And that he'll be laughing the entire trip.
But I've got a ton of other ideas for RT characters, so I could do just about anything.