Anyone Interested in Rogue Trader?

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Cpl Kendall
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#26

Post by Cpl Kendall »

Well I always go with a Feral so this time I'll go with Void Born:

Name: Steel
Gender: Male
Build: Spindly
Skin Color: Porcelain
Hair Color: Black
Eye Color: Black
Age: 30
Quirk: You have long, flowing hair.

WS: 36
BS: 32
S: 27
T: 33
Ag: 38
Int: 42
Per: 39
WP: 41
Fel: 33
Wounds: 10
Fate Points: 3
Insanity: 9
Corruption:

Homeworld Skills: Speak Language (Ship Dialect) (Int); Navigation (Stellar) (Int) (Shipwise), Pilot (Starcraft) (Ag) (Shipwise) as Basic Skills

Traits: Charmed, Ill-Omened, Shipwise, Void Accustomed

Talents: Dark Soul, Basic Weapon Training (Universal), Pistol Training (Universal), Melee Weapon Training (Universal), Thrown Weapon Training (Universal), Sound Constitution

Basic Skills: Slight of Hand (+3 Per), Dodge, Speak Language (Low Gothic)

Advanced Skills: Forbidden Lore (Mutants), Demolition, Common Lore (War), Intimidate, Scholastic Lore (Tactica Imperialis), Secret Tongue (Military)

Gear: Micro-bead, void suit, enforcer light carapace, bolt shell keepsake, medikit, manacles, 3 doses of stimm, shipboard emerg kit
Good craftsmanship sword with mono upgrade (1d10 R Pen 2 Balanced)
best craftsmanship hunting rifle (150m S/-/- 1d10+3 I Pen 0 Clip 5 Full Accurate)
Inferno Pistol (10m S/-/- 2d10+8E Pen 13 Clip 3 Rld Full)
Frag Grenades
Smoke Grenades


Special Ability

Basic Weapons (SP)
+10 BS and +2 Damage and +2 Initiative with that class of weapon.
Last edited by Cpl Kendall on Tue Dec 22, 2009 2:42 pm, edited 11 times in total.
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Cynical Cat
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#27

Post by Cynical Cat »

So far so good. I should mention that starting wounds has been slightly redone, but in the good Corporal's case that turns out to be the same number.

Don't forget your skills and traits.

Next up for you Corp is your early life choose one of:
Scavenger
Scapegrace (living in the grey areas of legality with the ne'er do wells)
Stubjack (background of violence)
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#28

Post by Cpl Kendall »

Cynical Cat wrote:
Don't forget your skills and traits.
Those are the same for Void Borns in DH?
Next up for you Corp is your early life choose one of:
Scavenger
Scapegrace (living in the grey areas of legality with the ne'er do wells)
Stubjack (background of violence)
I'll go with Scapegrace.
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Cynical Cat
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#29

Post by Cynical Cat »

Cpl Kendall wrote:
Cynical Cat wrote:
Don't forget your skills and traits.
Those are the same for Void Borns in DH?
Yep. Only the money stuff has changed for nobles.


Scapegrace gives you
Sleight of Hand as trained basic skill
+3 to either Intelligence or Perception
Your choice of 1d5 Insanity or Corruption points

Next up choose between Tainted, Criminal and Renegade. Each has three subcategories and you'll have to choose one of those as well.

Tainted subcategories of
Insane
Mutant
Deviant Philosophy

Criminal subcategories of
Wanted Fugitive
Hunted by a Crime Baron
Judged and Found Wanting

Renegade subcategories of
Recidivist
Free-thinker
Dark Visionary
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#30

Post by Cpl Kendall »

Cynical Cat wrote: Scapegrace gives you
Sleight of Hand as trained basic skill
+3 to either Intelligence or Perception
Your choice of 1d5 Insanity or Corruption points
Hmm. I'll take the +3 to Perception and the Insanity Points.


Next up choose between Tainted, Criminal and Renegade. Each has three subcategories and you'll have to choose one of those as well.


Tainted subcategories of
Insane
Mutant
Deviant Philosophy

Criminal subcategories of
Wanted Fugitive
Hunted by a Crime Baron
Judged and Found Wanting

Renegade subcategories of
Recidivist
Free-thinker
Dark Visionary
Dark Visionary sounds fun, I'll go with that.
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#31

Post by Cynical Cat »

1d5+1 Insanity or Corruption points
Dark Souled Talent
Forbidden Lore (your choice)

Now that we've dealt with your early life we're going into space. Choose between:

Press Ganged
Calamity
Ship Lorn
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#32

Post by Cpl Kendall »

Cynical Cat wrote:1d5+1 Insanity or Corruption points
Dark Souled Talent
Forbidden Lore (your choice)
More Insanity:
Now that we've dealt with your early life we're going into space. Choose between:

Press Ganged
Calamity
Ship Lorn
Press Ganged.
Last edited by Cpl Kendall on Mon Dec 21, 2009 3:13 pm, edited 1 time in total.
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#33

Post by Cpl Kendall »

For Forbidden Lore, I'll take Mutants.
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Cynical Cat
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#34

Post by Cynical Cat »

Gain


Any skill without prerequisites (i.e. psyker stuff)

Plus either one Common Lore skill or improve any Common Lore skill you already have by one level

Jealous Freedom: Willpower test or violently react towards the prospect of losing your freedom



Last stage is motivation

Endurance
Fortune
or
Vengeance
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#35

Post by Cpl Kendall »

Cynical Cat wrote:Gain


Any skill without prerequisites (i.e. psyker stuff)
Demolition if that's cool.
Plus either one Common Lore skill or improve any Common Lore skill you already have by one level
Common Lore (Underworld) sounds good.
Jealous Freedom: Willpower test or violently react towards the prospect of losing your freedom
Awesome!
Last stage is motivation

Endurance
Fortune
or
Vengeance
Endurance
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Cynical Cat
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#36

Post by Cynical Cat »

Demolition it is.

Endurance grants you +1 Wound

Arch Militant gets
Common Lore (War)
Dodge
Intimidate
Scholastic Lore (Tactica Imperialis)
Secret Tongue (Military)
Speak Language (Low Gothic)

Basic Weapon Training (Universal)
Pistol Training (Universal)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)
Sound Constitution

Universal covers all non Primitive and non Exotic weapons in those categories

Starting Gear Micro-bead, void suit, enforcer light carapace, bolt shell keepsake, medikit, manacles,
Good craftsmanship melee weapon with mono upgrade

data slate full of bounties or arms coffer or 3 doses of stimm

good craftsmanship hellgun or best craftsmanship hunting rifle or two bolt pistols

Special Ability

Choose one class of weapon (bolt pistols, basic lases, plasma pistols, etcetera)

+10 BS and +2 Damage and +2 Initiative with that class of weapon.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#37

Post by Cpl Kendall »

OK, I'll take the hunting rifle, stimms, and a sword as the melee weapon.

I'll go with Basic (SP) as my special ability.

I've turned my original dice roll post into a CS.
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#38

Post by Cynical Cat »

Well that accounts for 4500xp

500 xp free to spend

BS, Strength, Agility start at 100
WS, Toughness, Fellowship at 250
rest at 500

Awareness 100xp
Common Lore (Imperial Guard) 100
Forbidden Lore(Pirates) 100
Literacy 100
Secret Tongue (Rogue Trade) 100
Ambidextrous 200
Quickdraw 200
Medicae 200
Melee Weapon (Primitive) 200
Bloodtracker 500
Guardian 500

Bloodtracker gets you bonuses on bounty hunting rewards and Guardian allows you take an attack for another nearby character.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#39

Post by Cpl Kendall »

Hmm.

I'll grab Medicae, Secret Tongue (Rogue Trade), a BS upgrade and Strength. Should be the full 500.
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#40

Post by Cynical Cat »

Okay corp. Now you can have any amount of gear of common availability. You can also have one piece of gear of very rare availability.

Rule of Three: Unless otherwise stated, players are assumed to be carrying three of expendable as their standard load out (and a boxes of the stuff back on the ship). So if you're carrying a lasgun and frag grenades, unless you specify otherwise that's one power pack in the lasgun and two extra and three frag grenades. Capice?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#41

Post by Cpl Kendall »

Cynical Cat wrote:Okay corp. Now you can have any amount of gear of common availability. You can also have one piece of gear of very rare availability.
My kingdom for a drool smiley.

Wait, just gear not weapons right?
Rule of Three: Unless otherwise stated, players are assumed to be carrying three of expendable as their standard load out (and a boxes of the stuff back on the ship). So if you're carrying a lasgun and frag grenades, unless you specify otherwise that's one power pack in the lasgun and two extra and three frag grenades. Capice?
Understood.
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#42

Post by Cynical Cat »

Gear includes weapons and armour.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#43

Post by Cpl Kendall »

Right then, I'll just grab an autopistol, frags, smoke, shipboard emerg kit and a preysense sight if you've no objection.
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#44

Post by Cynical Cat »

None at all. Just a reminder, you're proficient with basic and pistol versions of bolt, plasma, and melta weapons as well as lasers and sp.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#45

Post by Cpl Kendall »

Now I'm really tempted to get an inferno pistol. Decisions, decisions.

Edit: Frak it, I'll take the Inferno Pistol as my very rare and ditch the autopistol and sight.
Last edited by Cpl Kendall on Mon Dec 21, 2009 4:37 pm, edited 1 time in total.
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#46

Post by Cynical Cat »

RT introduces new stats for Plasma and Melta weapons to make their performance more in line with that of the background material. Totally compateable with DH because these are new patterns. The relevant bit for you is


10 meter range, single shot, 3 ammo, 2d10+8 damage, Penetration 13
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cpl Kendall
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#47

Post by Cpl Kendall »

Got it.
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#48

Post by Cpl Kendall »

I'll do up a physical description tonight.
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White Haven
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#49

Post by White Haven »

Hrm. The rules for the Criminal background are fairly vague as to what is and is not an acceptable implant. Some obviously don't make a whole lot of sense for the background, so what would you consider unworkable ones? Still mulling concept a bit.
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#50

Post by Cynical Cat »

Most are workable. Criminals can act as testers of new or variant designs.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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