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Post by Flax on Sept 9, 2010 19:52:03 GMT -5
I guess we can start a discussion of possible characters here, while I setup everything.
I'll try putting up the chart of choice from "Into the Storm" soon. It greatly expands the choices from the core book.
One career one of you will have to take is Rogue Trader, to be Lord Captain of the ship.
The rest is pretty open.
If you have any questions, do not hesitate to ask.
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Post by tiaexz on Sept 9, 2010 20:13:31 GMT -5
I have no problems and quite flexible with characters I am willing to work as. I would recommend some one else to be the Rogue Trader, simply because you guys have far more experience.
edit: I will come up with some possible characters for myself soon. ;D
edit2: I am seriously considering being an Explorator, if no one minds.
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Post by Flax on Sept 13, 2010 0:32:48 GMT -5
I found an interesting post in the official Rogue Trader forum:
"An important thing to remember is that there isn't a modern mentality at work here. It is a mix between feudalism and age of sale mentalities.
From the feudal perspective the RT is the Lord of the ship, and the PCs are his "court" and "knights". A feudal system is (ideally) organized in such a way that the "nobility" takes most of the risks and the "peasants" do most of the work. Originally peasants weren't forced to work for nobility, they elected to serve under warriors and scholars. They fed, housed, and clothed them and in return their leaders were expected to protect them. That is the foundation of a classic feudalistic society. It is entirely in character for those in charge to be at the forefront of a situation. You see it a lot in Imperial Society, Chapter Masters and Librarians on the front lines, Lord Generals and Lord Admerals leading from the front.
Even the Emperor of Mankind was known to fight in battles for most of the crusade, right until the end. And when he decided to take a more 'administrative' role and delegate many of his troops saw it as a great betrayal. His Primarchs always lead from the front, as did their advisors.
Age of sail mentalities are very similar. The captain of a ship IS present for most exploration. Cortez, Columbus, and Magellan were know to lead their exploratory teams personally, conduct negotiations, and lead battles. It was considered their duty and privilege."
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Post by Flax on Sept 22, 2010 21:50:55 GMT -5
For the convenience of those who don't want to go through the huge image of the Warrant Path.
House Mezanti
House Mezanti's charter was granted around 10,000 years ago and thus founded during the period known as the Age of Rebirth. Today it is not only a potent symbol of its bearer's power and influence, but a sacred relic in its own right, signed by the hand of one of those men now venerated across the entire Imperium as the very highest of saints. For countless generations, the warrant has been kept safe in a nigh impregnable stasis vault in the catacombs far beneath the surface of Terra itself.
The Age of Rebirth is so-called because it marked the first chapter in the annals of the Imperium as it stands today. It was born in the immediate aftermath of the terrible, galaxy-spanning civil war that was the Horus Heresy. After the devastation there was much rebuilding to undertake, many lost worlds to recover, and many recidivist populations to re-conquer. The servants the Imperium united as a proud brotherhood, casting off the shame and ignominy of the Heresy. Great deeds were done in the name of Humanity, many of which would form the basis of myths and legends told across the Imperium for millenia to come. One of the most important achievements of the age was the compiling of the Codex Astartes, the great tome of military wisdom and martial philosophy penned by the Primarch of the Ultramarines legion of the Adeptus Astartes, Roboute Guiliman.
This particular Warrant of Trade is in fact an Administratum Trade Mandate. A Trade Mandate is an example of one of the countless numbers of administrative instruments employed by the Adeptus Terra. It is an instrument of strategy, by which the division's policies for the managing of the unmanageable are drawn up. By way of a myriad of utterly incomprehensible cogitations, vast armies of scribes and factors plot the needs and the means of the Imperium's worlds, and attempt to allocate resources in such a way as to allow future generations to continue their work. Such a process has no meaning or function, and has long since become an end itself, the worlds of the Imperium merely carrying on as before regardless.
The Trade Mandate is a product of this system. In such a case, the cogitations have determined that at such and such a date, in such and such a region, the efforts and services of a Rogue Trader House will be required in order to steer the region's fortunes or to expand its borders in response to a particular threat. The date at which the mandate is to be granted might be many centuries in the future, and so entire armies of scribes will spend their whole lives selecting the eventual recipient of the Mandate, even to the extent of determining that an Imperial Servant not yet even born is to receive it.
As countless centuries passed by, House Mezanti, while being a powerful entity with an expansive trade network, slowly drifted into relative obscurity. That was until 322.M39, when the Angevin Crusade to capture the Calyx Expanse began and the bold leader of House Mezanti saw an opportunity in this. The Calaxis Sector was founded in the fourth century of the 39th Millennium, by the celebrated Golgenna Angevin, a Terran noble granted the rank of Lord Militant and charged with bringing the rule of the Imperium to the region formerly known as the Calyx Expanse. Angevin gathered a millions-strong army of crusaders, with which he prosecuted his decade-long conquest of the region's worlds. Ahead of his crusade ranged Rogue Traders and Explorator Fleets, charged with making contact with the human populations and determining which would welcome Angevin's forces and fight alongside them, and which would stand against the Lord Militant. The leader of House Mezanti was one of these Rogue Traders and he applied all the weight of his House's ressources in this single endeavour.
The gamble paid off, as today, a Rogue Trader House that can trace its roots to this period in history is great indeed, and most wield great influence in the Calaxis Sector. They are able to draw upon the military resources of the sector, calling upon millenia-old pacts and alliances. In House Mezanti's case, this holds particularly true with its connections to the Imperium's Battlefleet. Many sons and daughters of House Mezanti in the recent centuries have served in the Battlefleet, serving their time as officers there before returning to serve their House. In the process they often make friends and contacts. Many, when they become Rogue Traders, take every opportunity to look up old compatriots when stopping over at a naval base.
Despite House Mezanti's fame in the Calaxis Sector, or perhaps as some suggest, because of that very fame, the last few centuries have been a slow decline. The once vast fortunes of the House have been drained to a mere trickle of income and its influence is definitely waning. From having a vast fleet, House Mezanti is now down to a dozen or so ship, many have been lost due to accidents, pirates or wars. These are captained by what little house scions that remains after the increased death toll accrued with the loss of many ship. The worst catastrophe yet happened this very year when a small House Mezanti flotilla was navigating near the Eye of Terror. Around that time a Black Crusade was launched and Cadia besieged. The Patriarch of House Mezanti, as a good imperial citizen, immediately rushed his flagship and the flotilla to the beleaguered planet's aid. Unfortunately, Abbadon the Despoiler's forces were too numerous and all ships were lost in the defense of Cadia, which much of their crew, including the House Patriarch. Fortunately, Cadia resisted the ground invasion and soon after an imperial fleet showed up and routed the chaos ships besieging the planet.
Now the leadership of House Mezanti has passed on to his heir, who will have to prove himself resourceful and full of cunning, if the House's fortunes are to be brought back to their previous state.
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Post by Flax on Sept 24, 2010 1:21:39 GMT -5
A few notes on character creation.
- We will be using the method of allocating points for stats. P.14 in the core rulebook. (The little box in the lower right of the page)
- The last row in the Expanded Origin Path is a "free choice row", you may take any option regardless of your previous choice. (That row is also optional as per the rules)
-Addendum: You may also chose any piece of equipment that has an availability of average through plentiful. (Beyond the starting equipment that is)
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Post by Flax on Sept 25, 2010 0:12:12 GMT -5
Again for the convenience of those who don't want be bothered by a big image, the ship: (The version in the Warrant and Ship Path has an image of the ship)
The Nocturne Vanguard
Commissioned during the 37th millennium, the Nocture Vanguard fought in all manner of engagements throughout the Imperium, before joining the Argevin Crusade. After the successful completion of the Crusade, this Firestorm Frigate was given to House Mezanti in recognition of the support provided. It was modified to carry cargo and fitted with a few other modifications, such as an observation dome and an arboretum, installed at great cost. Nevertheless, the single greatest modification was replacing the ship's drives with ancient relic acheotech drives that the House had owned since the Age of Rebirth itself. During the last millennium, other modification have been made, such as the addition of a librarium. Today, the Nocturne Vanguard is the most powerful ship in the shrinking House Mezanti fleet.
Dimensions: 1,8 km long, .3 km abeam at fins Mass: 6 megatonnes approx. Crew: 25,500 approx. Accel: 4.4 gravities max sustainable
Name: Nocturne Vanguard Class: Modified Firestorm class Frigate Hull: Frigate Speed: 8 Manoeuvrability: +17 Detection: +15 Turret Rating: 1 Shields: 1 Armour: 18 Hull Integrity: 38 Space: 1/40 Power: 0/45 Weapon Capacity: 1 Dorsal, 1 Prow Crew: 102/102 (Crack +40) Morale: 104/104
Essential Components:
Modified Jovian Pattern Class 2 Drive, Strelov 2 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Mark-100 Auger Array.
Supplemental Components:
Sunsear Laser Battery, Titanforge Lance Weapon, Cargo Hold and Lighter Bay, Munitorium, Arboretum, Observation Dome, Librarium.
Upgrades:
Good Craftsmanship Crew Improvements (Uniforms)
Past History:
Veteran of the Angevin Crusade
Weapons:
(Macro Battery) Sunsear Laser Battery 4/4/1d10+3/9 (Dorsal) (Lance) Titanforge Lance Weapon 1/3/1d10+4/6 (Prow)
Emperor's Crusader: The ships of the Angevin Crusade are built for – and tempered by – centuries of warfare. All Ballistic Skill Tests made to fire the ship's weapons gain a +10 bonus.
Righteous Arrogance: A Crusade ship is not known for such low tactics as sneaking and skulduggery. This ship makes all Silent Running attempts at a -40 penalty.
Glorious Deeds: One of the traditions said to have been established by Angevin and carried on by his lieutenants is the inscribing of a vessel's deeds on the outer hull, shielded by powerful localized stasis fields to preserve them against the ravages of time and war. All crew from this ship gain a +10 to Charm and Intimidate Tests, provided their targets know which ship they come from (and are in a position to understand the inscribing – many xenos cultures may not understand or care about the glorious deeds of a human vessel).
Combat Bridge A holdover from the ship's Navy days, this bridge was laid out and equipped with combat in mind. Damage Control Station: As long as the bridge remains undamaged, all Tech-Use Tests to repair the ship gain +10.
Cargo Hold and Lighter Bay Warships can be converted to haul cargo, but this can often have an adverse effect on their combat performance. Hidden Spaces: When working towards a Trade or Criminal objective, the players earn an additional 50 Achievement Points towards completing that objective. Unbalanced: Starships are precisely balanced, something this modification effects, meaning they suffer -3 to Manoeuvrability. (Already included)
Munitorium Although all ships have a well-armored room to store their munitions, this facility contains massive stockpiles of weapons, from small arms to macro-cannon warheads. Well Armed: When working toward a Military objective, the players earn an additional 25 Achievement Points toward completing that objective. Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage. (Already included) Volatile: If this Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM's choice is set on fire.
Arboretum Only the richest shipmasters can afford to devote so much space and ressources to growing gardens aboard their vessel. Replenishing Supplies: Double the time a ship may remain at void without suffering Crew Population or Morale loss. Increase Crew Population permanently by +2. (Already included)
Observation Dome A gigantic observation dome made of diamond panes and armoured glass adorns this vessel's spine, allowing an unrestricted view of the surrounding void. Engraved Star-charts: When working toward and Exploration objective, the players earn an additional 50 Achievement Points toward completing that objective. Cure for Claustrophobia: Increase Morale permanently by 1. (Already included)
Librarium Vault An ancient collection of writings and manuscripts has been collected aboard this vessel. Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +10.
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Post by Flax on Sept 25, 2010 14:16:12 GMT -5
Here is a character example, which might be used as an NPC if no one takes that career. No background yet, but I have a basic idea if I need to write it down. ![:)](//storage.proboards.com/forum/images/smiley/smiley.png) (I also omitted writing down special traits from the Origin Path because I was lazy, will add them if needed) Corazon Helski (50 xp) Fortress World - Stubjack - Crusade (Call to War) - The Hand of War - Devotion (Loyalty) Career: Arch-Militant Weapon Skill 40 Ballistic Skill 60 Strength 40 Toughness 40 Agility 40 Intelligence 25 Perception 30 Willpower 30 Fellowship 25 Wounds: 15 Armor: 5 (All) Fate: 3 Insanity: 6 Corruption: 0 Awareness (Per)(T) Common Lore (War)(Int)(T+10) Common Lore (Imperial Guard)(Int)(T) Dodge (Ag)(T) Intimidate (S)(T+10) Scholastic Lore (Tactica Imperialis)(Int)(T) Secret Tongue (Military)(Int)(T+10) Speak Language (Low Gothic)(Int)(T) Trade (Voidfarer)(Int)(T) Basic Weapon Training (Universal) Hatred Xenos (Chaos) Hatred Xenos (Orks) Hatred Xenos (Eldar) Heavy Weapon Training (Launcher) Melee Weapon Training (Universal) Nerves of Steel Peer (Military) Pistol Weapon Training (Universal) Quick Draw Sound Constitution I Throwing Weapon Training (Universal) Echon Pattern Mark III assault stubber Range:100m RoF:-/-/6 Dmg:1d10+4I Pen:3 Clip:200 Rld:2Full Special:Storm Wt:21kg Good-Craftsmanship Lucius-Pattern hellgun Range:110m RoF:S/3/- Dmg:1d10+4E Pen:7 Clip:30 Rld:2Full Wt:6kg Laspistol Range:30m RoF:S/-/- Dmg:1d10+2E Pen:0 Clip 30 Rld:Full Special:Reliable Wt:1,5kg Good-Craftsmanship mono knife Range:5m Dmg:1d5R Pen:2 Special:Primitive Wt:1 Micro-bead void suit enforcer light carapace armor bolt shell keepsake medikit manacles Other: -5 on Social Interaction Tests regarding non-combat topics. -10 to all Fellowship Tests with Eldar, given the slightest provocation reacts violently to them. +5 to all Willpower and Fellowship tests made while aboard the ship the character lives on. Weapon Master (Basic Weapons): The Arch-militant gains a +10% bonus to hit, +2 damage, and +2 initiative when using a basic weapon.
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Post by tiaexz on Oct 1, 2010 15:21:04 GMT -5
Hephaestus
Home World: Forge World Birthright: Child of the Creed Lure of the Void: Duty Bound Trails and Travails: Dark Voyage Motivation: Reknown Career: Explorator
Wounds: 13 Armour: 5 (All) Fate: 4 Insanity: 2 Corruption: 0
Weapon Skill: 35 Ballistic Skill: 35 Strength: 30 Toughness: 45 Agility: 35 Intelligence: 56 Perception: 25 Willpower: 35 Fellowship: 35
Skills: Common Lore (Machine Cult) (Int) (T+10) Common Lore (Tech) (Int) (T+10) Drive (Ground Vehicle) Forbidden Lore (Archeotech) (Int) (T) Forbidden Lore (Adeptus Mechanicus) (Int) (T+10) Literacy (Int) (T) Logic (Int) (T) Secret Tongue (Tech) (T) Speak Language (Explorator Binary) (Int) (T) Speak Language ( Low Gothic) (Int) (T) Speak Language (Techna-lingua) (Int) (T) Tech-Use (Int) (T) Trade (Armourer) (T) Trade (Technomat) (Int) (T)
Trait: Mechanicus Implants Memorance Implant Mind Impulse Unit [Good]
Talents: Basic Weapon Training (Universal) Melee Weapon Training (Universal) Logis Implant Peer (Adeptus Mechanicus) Technical Knock Total Recall Unshakeable Faith
Weapons: Boltgun (Locke) 90, S/2/4, 1d10+5 X, 4, 24, Full, Tearing, 7, Very Rare Power Axe (Mezoa) [Good] 1d10+7 E, 7, Power Field, Unbalanced, 6, Very Rare
Gear: Enforcer light carapace Multikey Void suit Injector Sacred Unguents Micro-bead Combi-tool Dataslate
Familiar: Servo Skull WS, BS, S, T, Ag, Int, Per, WP 15, 15, 10, 20, 30, 15, 55, 20 Wounds: 4 Skills: Awareness +30 (Auspex) (Per), Concealment +10 (Ag), Dodge (Ag), Silent Move +10 (Ag) Talents: Fearless Traits: Dark Sight, Flier 6, Machine (2), Size (Puny) Armour (Machine): 2 (All) Gear: Inbuilt vox, Cogitator, Auspex
Other Information: -10 on Tests of Imperial Creed -5 on tests of Fellowship with Ecclesiarchy -1 group Profit factor
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zim
Childish Geek
Posts: 75
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Post by zim on Oct 7, 2010 18:57:37 GMT -5
Reberiah Mezanti
Origin Path Home World: Noble Born Birthright: In Service to the Throne. Lure of the Void: Chosen by Destiny Trials and Travails: High Vendetta Motivation: Pride Lineage: A Proud Tradition Career: Rogue Trader
Wounds: 11 Armor: 5 (all) Fate: 3 Insanity: 0 Corruption: 0
Weapon Skill 30 Ballistic 40 Strength 25 Toughness 37 Agility 35 Intelligence 40 Perception 30 Willpower 35 Fellowship 53
Skills: Command (Fel)(T+20) Commerce (Fel)(T) Charm (Fel)(T) Common Lore: Imperium (Int)(T) Evaluate (Int)(T) Literacy (Int)(T+10) Scholastic Lore: Astromancy (Int)(T) Scholastic Lore: Tactic Imperialis (Int)(T) Speak Language: High Gothic, Low Gothic (Int)(T) Inquiry (Int)(T)
Talents: Air of Authority Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Paranoia Talented (Command) Renowned Warrant Peer (Military) Peer (Noble)
Weapons: Archaeotech Laspistol 90, S/3/-, 1D10+3 E, 2, 70, Full, Accurate, Reliable, 4, near unique Common-Craftsmenship Plasma Pistol Best Craftsmenship Monosword
Gear: Best Craftsmenship Light Carapace Armor Micro-bead void suit set of fine clothing xeno-pelt cloak
Other: +1 Starting Group Profit Factor +10 on Interaction Skill tests involving high authority and/or in formal settings.
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